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UKismetSystemLibrary::CapsuleTraceSingleForObjects

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

Description

Sweeps a capsule from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types. Exposed to Blueprint as 'Capsule Trace For Objects'.

Caveats & Gotchas

  • HalfHeight follows UCapsuleComponent's center-to-hemisphere-tip convention — reuse the character's CapsuleComponent values directly to match its actual collision shape.
  • ObjectTypes governs matching here instead of a Trace Channel, so components that only respond to a specific channel (but have no matching Object Type) will be missed entirely.
  • This capsule can't be reoriented off its local Z axis, same limitation as CapsuleTraceSingle — there's no Orientation parameter.

Signature

static ENGINE_API bool CapsuleTraceSingleForObjects(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, 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.
Radius float Radius of the capsule to sweep.
HalfHeight float Distance from the center of the capsule to the tip of a hemisphere endcap.
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.
OutHit FHitResult& Properties of the trace hit.
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 character-sized capsule looking for pawns C++
FHitResult Hit;
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECC_Pawn));

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

const FVector Start = GetActorLocation();
const FVector End = Start + GetActorForwardVector() * 200.f;

bool bHit = UKismetSystemLibrary::CapsuleTraceSingleForObjects(this, Start, End, 34.f, 88.f, ObjectTypes, false, ActorsToIgnore, EDrawDebugTrace::ForDuration, Hit, true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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