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UKismetSystemLibrary::BoxTraceMultiForObjects

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticBlueprintCallable

Description

Sweeps an oriented box from Start to End and returns every hit against components whose collision responds to one of the given Object Types. Exposed to Blueprint as 'Multi Box Trace For Objects'.

Caveats & Gotchas

  • OutHits can include multiple overlapping components per actor if that actor has several primitives each matching an Object Type in the list.
  • There's no TraceChannel or blocking semantics here — every component matching any entry in ObjectTypes is added to OutHits regardless of collision response settings.
  • A large HalfSize combined with bTraceComplex against static meshes is one of the more expensive trace calls in this library — prefer the simple-collision path unless per-triangle accuracy is required.

Signature

static ENGINE_API bool BoxTraceMultiForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>& OutHits, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f)

Parameters

Name Type Description Default
WorldContextObject const UObject* World context.
Start const FVector Start of the sweep.
End const FVector End of the sweep.
HalfSize const FVector Distance from the center of the box along each axis.
Orientation const FRotator Orientation of the box.
ObjectTypes const TArray<TEnumAsByte<EObjectTypeQuery>>& Array of Object Types to trace against.
bTraceComplex bool True to test against complex collision, false to test against simplified collision.
ActorsToIgnore const TArray<AActor*>& Actors to exclude from the trace.
DrawDebugType EDrawDebugTrace::Type Debug draw mode.
OutHits TArray<FHitResult>& All hits found along the sweep.
bIgnoreSelf bool Whether to ignore the world context actor itself.
TraceColor FLinearColor Debug draw color for the trace. FLinearColor::Red
TraceHitColor FLinearColor Debug draw color for hits. FLinearColor::Green
DrawTime float How long the debug draw persists, in seconds. 5.0f

Return Type

bool

Example

Sweep a box for every dynamic and physics-body actor C++
TArray<FHitResult> Hits;
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECC_WorldDynamic));
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECC_PhysicsBody));

TArray<AActor*> ActorsToIgnore;
ActorsToIgnore.Add(this);

const FVector Start = GetActorLocation();
const FVector End = Start + GetActorForwardVector() * 300.f;
const FVector HalfSize(50.f, 25.f, 25.f);

bool bHit = UKismetSystemLibrary::BoxTraceMultiForObjects(this, Start, End, HalfSize, GetActorRotation(), ObjectTypes, false, ActorsToIgnore, EDrawDebugTrace::ForDuration, Hits, true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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