UGameplayStatics::MakeHitResult
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Constructs an FHitResult from individual fields. Primarily a Blueprint utility ('Make Hit Result' node) for manually crafting hit results in testing or procedural scenarios.
Caveats & Gotchas
- • Manually constructed FHitResults bypass the usual collision query pipeline; passing them to systems that assume the data came from a real query (e.g. physics damage handlers) may produce unexpected behaviour.
- • In C++ it is almost always clearer to construct FHitResult directly and assign members by name rather than calling this function.
Signature
static ENGINE_API FHitResult MakeHitResult(bool bBlockingHit, bool bInitialOverlap, float Time, float Distance, FVector Location, FVector ImpactPoint, FVector Normal, FVector ImpactNormal, class UPhysicalMaterial* PhysMat, class AActor* HitActor, class UPrimitiveComponent* HitComponent, FName HitBoneName, FName BoneName, int32 HitItem, int32 ElementIndex, int32 FaceIndex, FVector TraceStart, FVector TraceEnd); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bBlockingHit | bool | Whether this represents a blocking hit. | — |
| bInitialOverlap | bool | Whether the trace started inside the hit object. | — |
| Time | float | Normalized [0,1] hit time along the trace. | — |
| Distance | float | World-space distance to the hit location. | — |
| Location | FVector | Safe placement location for the swept shape. | — |
| ImpactPoint | FVector | Exact contact point on the surface. | — |
| Normal | FVector | Normal of the swept shape at impact. | — |
| ImpactNormal | FVector | Normal of the hit surface. | — |
| PhysMat | class UPhysicalMaterial* | Physical material at the hit surface. | — |
| HitActor | class AActor* | Actor that was hit. | — |
| HitComponent | class UPrimitiveComponent* | Component that was hit. | — |
| HitBoneName | FName | Bone name on a hit skeletal mesh. | — |
| BoneName | FName | Trace bone name on the swept skeletal mesh. | — |
| HitItem | int32 | Primitive-specific item index. | — |
| ElementIndex | int32 | Element/section index on the hit primitive. | — |
| FaceIndex | int32 | Triangle face index for trimesh or landscape hits. | — |
| TraceStart | FVector | Start of the originating trace. | — |
| TraceEnd | FVector | End of the originating trace. | — |
Return Type
FHitResult Example
Construct a synthetic hit for testing damage C++
// Build a fake HitResult pointing straight down for unit testing.
FHitResult FakeHit = UGameplayStatics::MakeHitResult(
true, false, 0.5f, 100.f,
FVector(0,0,50), FVector(0,0,50),
FVector(0,0,1), FVector(0,0,1),
nullptr, TargetActor, TargetComp,
NAME_None, NAME_None, 0, 0, 0,
FVector(0,0,150), FVector(0,0,-100)); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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