Unreal Engine Blueprint API Reference > Collision
Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
Target is Kismet System Library
Inputs
Type | Name | Description |
---|---|---|
exec | In | |
vector | Start | Start of line segment. |
vector | End | End of line segment. |
vector | Half Size | Distance from the center of box along each axis |
rotator | Orientation | Orientation of the box |
name | Profile Name | The 'profile' used to determine which components to hit |
boolean | Trace Complex | True to test against complex collision, false to test against simplified collision. |
object | Actors to Ignore | |
enum | Draw Debug Type | |
boolean | Ignore Self | |
linearcolor | Trace Color | |
linearcolor | Trace Hit Color | |
real | Draw Time |
Outputs
Type | Name | Description |
---|---|---|
exec | Out | |
struct | Out Hits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
boolean | Return Value | True if there was a blocking hit, false otherwise. |