RealDocs

UGameplayStatics::FindCollisionUV

function Engine Blueprint Since 4.14
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintPure

Description

Returns the UV texture coordinate at the impact point of a collision hit. Returns false if UV retrieval is unsupported or not enabled.

Caveats & Gotchas

  • Requires 'Support UV From Hit Results' to be enabled in Project Settings > Physics — without it this always returns false and UV is zero.
  • Only works for static mesh and landscape surfaces; skeletal meshes do not support UV-from-hit-result and will always return false.
  • Enabling this feature stores additional UV data in the physics cook, increasing memory usage for every static mesh in the project.

Signature

static ENGINE_API bool FindCollisionUV(const struct FHitResult& Hit, int32 UVChannel, FVector2D& UV);

Parameters

Name Type Description Default
Hit const struct FHitResult& The hit result from a collision query.
UVChannel int32 The UV channel index to query (0-based).
UV FVector2D& Output UV coordinate at the impact point.

Return Type

bool

Example

Sample a texture at the hit point C++
FVector2D HitUV;
if (UGameplayStatics::FindCollisionUV(Hit, 0, HitUV))
{
    UE_LOG(LogTemp, Log, TEXT("Hit UV: (%f, %f)"), HitUV.X, HitUV.Y);
    // Use HitUV to sample a runtime texture or drive decal placement.
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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