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Casts rays from provided points along a given direction and transform points to the impact point.
| Name | UPCGWorldRaycastElementSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGWorldRaycast.h |
| Include Path | #include "Elements/PCGWorldRaycast.h" |
Syntax
UCLASS (BlueprintType, ClassGroup=(Procedural))
class UPCGWorldRaycastElementSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGWorldRaycastElementSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGWorldRaycastElementSettings() |
Elements/PCGWorldRaycast.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bGetNormals | bool | [EXPERIMENTAL] Create a Vector attribute ('ImpactNormal') for normals of the surface hit. | Elements/PCGWorldRaycast.h |
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| bGetTextureCoordinates | bool | [EXPERIMENTAL] Create a Vector2 attribute ('ImpactUVCoords') for UV Coordinates of the surface hit. | Elements/PCGWorldRaycast.h |
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| bKeepOriginalPointOnMiss | bool | Will keep the original points at their location if the raycast misses or if the hit result is out of bounds. | Elements/PCGWorldRaycast.h |
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| bOverrideRayDirections | bool | Use a selected attribute as the ray direction. | Elements/PCGWorldRaycast.h |
|
| bOverrideRayLengths | bool | Use a selected attribute as the ray length. | Elements/PCGWorldRaycast.h |
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| bUnbounded | bool | If no Bounding Shape input is provided, the actor bounds are used to limit the sample generation domain. | Elements/PCGWorldRaycast.h |
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| CollisionShape | FPCGCollisionShape | Parameters for either using a line trace or specifying a collision shape. | Elements/PCGWorldRaycast.h |
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| EndPointAttribute | FPCGAttributePropertyInputSelector | The selected attribute determines the ray terminal point. | Elements/PCGWorldRaycast.h |
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| OriginInputAttribute | FPCGAttributePropertyInputSelector | The selected attribute determines the ray origin. | Elements/PCGWorldRaycast.h |
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| RaycastMode | EPCGWorldRaycastMode | Determines how the ray's direction and distance will be calculated. | Elements/PCGWorldRaycast.h |
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| RayDirection | FVector | A ray direction that will be used for all raycasts. | Elements/PCGWorldRaycast.h |
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| RayDirectionAttribute | FPCGAttributePropertyInputSelector | The selected attribute determines the ray direction. | Elements/PCGWorldRaycast.h |
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| RayLength | double | A ray length that will be used for all raycasts. | Elements/PCGWorldRaycast.h |
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| RayLengthAttribute | FPCGAttributePropertyInputSelector | The selected attribute determines the ray length. | Elements/PCGWorldRaycast.h |
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| TextureCoordinatesChannelIndex | int | [EXPERIMENTAL] Which channel to sample UV Coordinates from. | Elements/PCGWorldRaycast.h |
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| WorldQueryParams | FPCGWorldRaycastQueryParams | World ray trace parameters. | Elements/PCGWorldRaycast.h |
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