UKismetSystemLibrary::SphereTraceSingleByProfile
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticBlueprintCallable
Description
Sweeps a sphere from Start to End against the world using a named Collision Profile and returns the first blocking hit. Exposed to Blueprint as 'Sphere Trace By Profile'.
Caveats & Gotchas
- • ProfileName selects an entire response template (e.g. 'Pawn', 'Ragdoll', 'Vehicle') rather than a single channel — verify what that profile blocks vs overlaps in Project Settings before relying on the result.
- • Custom project-defined profiles won't exist on a fresh clone of the project's config unless the DefaultEngine.ini collision section is checked in — a profile that works on one machine can silently behave differently (or fall back to default) on another if config isn't synced.
- • As with the other sphere sweeps, bTraceComplex against static meshes with per-poly collision is considerably more expensive than the default simplified collision test.
Signature
static ENGINE_API bool SphereTraceSingleByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius, UPARAM(Meta=(GetOptions=GetCollisionProfileNames)) FName ProfileName, 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 sphere to sweep. | — |
| ProfileName | FName | The collision profile used to determine which components to hit. | — |
| 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 sphere using the Pawn collision profile C++
FHitResult Hit;
TArray<AActor*> ActorsToIgnore;
ActorsToIgnore.Add(this);
const FVector Start = GetActorLocation();
const FVector End = Start + GetActorForwardVector() * 500.f;
bool bHit = UKismetSystemLibrary::SphereTraceSingleByProfile(this, Start, End, 30.f, FName("Pawn"), false, ActorsToIgnore, EDrawDebugTrace::ForDuration, Hit, true); See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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