AActor::GetSimpleCollisionCylinder
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Returns an axis-aligned cylinder approximating this actor's simple collision, used for broad checks like AI pathfinding proximity tests. Falls back to GetComponentsBoundingCylinder if the root component has no registered collision.
Caveats & Gotchas
- • This is not the same as the physics collision shape. It is a coarse approximation used for pawn reach tests and similar AI queries — do not rely on it for precise overlap or hit detection.
- • The returned cylinder is always axis-aligned. For actors with complex or rotated collision (e.g. a tilted vehicle), this may significantly over- or under-estimate the actual extent.
Signature
ENGINE_API virtual void GetSimpleCollisionCylinder(float& CollisionRadius, float& CollisionHalfHeight) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| CollisionRadius | float& | Output: the radius of the bounding cylinder in cm. | — |
| CollisionHalfHeight | float& | Output: the half-height of the bounding cylinder in cm. | — |
Return Type
void Example
Use bounding cylinder for proximity check C++
float Radius, HalfHeight;
GetSimpleCollisionCylinder(Radius, HalfHeight);
// Use radius for a flat 2D proximity test
float DistXY = FVector::DistXY(GetActorLocation(), TargetLocation);
if (DistXY < Radius + AcceptanceRadius)
{
// Close enough
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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