unreal.InputRayHit

class unreal.InputRayHit(hit: bool = False, hit_depth: float = 0.0, hit_normal: Vector = Ellipsis, has_hit_normal: bool = False, hit_identifier: int = 0, hit_object: Object = Ellipsis)

Bases: StructBase

  • FInputRayHit is returned by various hit-test interface functions.

  • Generally this is intended to be returned as the result of a hit-test with a FInputDeviceRay

C++ Source:

  • Module: InteractiveToolsFramework

  • File: InputState.h

Editor Properties: (see get_editor_property/set_editor_property)

  • has_hit_normal (bool): [Read-Write] True if HitNormal was set

  • hit (bool): [Read-Write] true if ray hit something, false otherwise

  • hit_depth (double): [Read-Write] distance along ray at which intersection occurred

  • hit_identifier (int32): [Read-Write] Client-defined integer identifier for hit object/element/target/etc

  • hit_normal (Vector): [Read-Write] Normal at hit point, if available

  • hit_object (Object): [Read-Write] Client-defined pointer for UObject-derived hit owners. HitOwner and HitObject should be set to the same pointer if the HitOwner derives from UObject.

property has_hit_normal: bool

[Read-Write] True if HitNormal was set

Type:

(bool)

property hit: bool

[Read-Write] true if ray hit something, false otherwise

Type:

(bool)

property hit_depth: float

[Read-Write] distance along ray at which intersection occurred

Type:

(double)

property hit_identifier: int

[Read-Write] Client-defined integer identifier for hit object/element/target/etc

Type:

(int32)

property hit_normal: Vector

[Read-Write] Normal at hit point, if available

Type:

(Vector)

property hit_object: Object

[Read-Write] Client-defined pointer for UObject-derived hit owners. HitOwner and HitObject should be set to the same pointer if the HitOwner derives from UObject.

Type:

(Object)