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11 results for "collision"

function
AActor::SetActorEnableCollision Engine

Enables or disables collision for the entire actor by toggling all of its collision components at once.

function
UPrimitiveComponent::SetCollisionEnabled Engine

Sets the collision enabled state on the component.

function
UPrimitiveComponent::SetCollisionProfileName Engine

Applies a named collision preset to the component, setting its object type, enabled state, and all channel responses in one call.

function
UPrimitiveComponent::SetCollisionResponseToAllChannels Engine

Sets this component's response to all collision channels to a single value at once.

function
UPrimitiveComponent::SetCollisionResponseToChannel Engine

Sets this component's response to a single collision channel.

class
ACharacter Engine

ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.

function
UWorld::LineTraceSingleByChannel Engine

Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.

function
UWorld::OverlapMultiByChannel Engine

Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.

function
AActor::SetActorHiddenInGame Engine

Hides or shows the actor and all of its components in the game world.

function
UWorld::SweepSingleByChannel Engine

Sweeps a collision shape from Start to End and returns the first blocking hit.

class
UPrimitiveComponent Engine

The base class for all components that have a visual representation and can interact with the physics and collision systems.