RealDocs

AActor::DispatchBlockingHit

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public

Description

Calls ReceiveHit on this actor and fires the OnComponentHit delegate on the blocking component. Called internally by movement code when a sweep is blocked.

Caveats & Gotchas

  • Do not call this manually in game code — it is part of the movement pipeline and is expected to be called once per blocking sweep step. Calling it arbitrarily will fire hit notifications without an actual physics contact.
  • This dispatches to both the actor-level ReceiveHit/NotifyHit and the component-level OnComponentHit delegate. If you only need the component event, bind to the component delegate directly rather than overriding this.

Signature

ENGINE_API void DispatchBlockingHit(UPrimitiveComponent* MyComp, UPrimitiveComponent* OtherComp, bool bSelfMoved, FHitResult const& Hit)

Parameters

Name Type Description Default
MyComp UPrimitiveComponent* The component on this actor that was blocked.
OtherComp UPrimitiveComponent* The component on the other actor that caused the block.
bSelfMoved bool True if this actor was the mover.
Hit FHitResult const& The hit result describing the blocking contact.

Return Type

void

Example

Internal engine usage (do not call manually) C++
// The engine calls this internally during sweep-based movement:
// UPrimitiveComponent::MoveComponent -> DispatchBlockingHit
// You respond to it by overriding NotifyHit() or binding OnComponentHit:
MyMeshComp->OnComponentHit.AddDynamic(this, &AMyActor::OnHit);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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