RealDocs

50 results for "collision"

function
AActor::ActorGetDistanceToCollision Engine

Returns the distance from a world-space point to the nearest collision surface on this actor.

function
AActor::DispatchPhysicsCollisionHit Engine

Called by the physics engine when two rigid bodies collide.

function
UGameplayStatics::FindCollisionUV Engine

Returns the UV texture coordinate at the impact point of a collision hit.

function
AActor::GetActorEnableCollision Engine

Returns whether collision is currently enabled for the whole actor.

function
AActor::GetComponentsCollisionResponseToChannel Engine

Returns the most restrictive collision response across all components for the given channel.

function
AActor::GetSimpleCollisionCylinder Engine

Returns an axis-aligned cylinder approximating this actor's simple collision, used for broad checks like AI pathfinding proximity tests.

function
ACharacter::GetSimpleCollisionCylinder Engine

Returns the radius and half-height of the character's capsule component, used as the simplified collision shape.

function
AActor::GetSimpleCollisionCylinderExtent Engine

Returns the simple collision cylinder as an FVector(Radius, Radius, HalfHeight), convenient for axis-aligned extent comparisons and box overlap approximations.

function
AActor::GetSimpleCollisionHalfHeight Engine

Returns just the half-height component of GetSimpleCollisionCylinder().

function
AActor::GetSimpleCollisionRadius Engine

Returns just the radius component of GetSimpleCollisionCylinder().

function
AActor::IsRootComponentCollisionRegistered Engine

Returns true when the actor's root component is registered with the world and has collision enabled.

function
UActorComponent::OnActorEnableCollisionChanged Engine

Called on each component when the owning Actor's bEnableCollision flag changes.

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
UKismetSystemLibrary::SetCollisionProfileNameProperty Engine

Sets a named FCollisionProfileName property on Object to Value.

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.

property
AActor::SpawnCollisionHandlingMethod Engine

Controls how spawning this actor is handled when it would collide with an existing object.

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.

property
APawn::BaseEyeHeight Engine

The height of the pawn's eye position above the collision center, in unreal units.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByObjectType Engine

Simulates a projectile arc under gravity and returns the full path as an array of positions, optionally tracing against specified object types to detect collisions.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByTraceChannel Engine

Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.

function
UKismetSystemLibrary::BoxOverlapActors Engine

Finds every actor whose collision overlaps the given axis-aligned box.

function
UKismetSystemLibrary::BoxOverlapActorsWithOrientation Engine

Finds every actor whose collision overlaps the given box at an arbitrary world-space orientation.

function
UKismetSystemLibrary::BoxOverlapComponents Engine

Finds every primitive component whose collision overlaps the given axis-aligned box.

function
UKismetSystemLibrary::BoxOverlapComponentsWithOrientation Engine

Finds every primitive component whose collision overlaps the given box at an arbitrary world-space orientation.

function
UKismetSystemLibrary::BoxTraceMultiByProfile Engine

Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns all overlapping hits plus the first blocking hit.

function
UKismetSystemLibrary::BoxTraceMultiForObjects Engine

Sweeps an oriented box from Start to End and returns every hit against components whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::BoxTraceSingleByProfile Engine

Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns the first blocking hit.

function
UKismetSystemLibrary::BoxTraceSingleForObjects Engine

Sweeps an oriented box from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.

function
UKismetMathLibrary::Box_Intersects Engine

Returns true if two axis-aligned bounding boxes overlap, including the case where they only share a boundary face or edge.

function
UKismetSystemLibrary::CapsuleOverlapActors Engine

Finds every actor whose collision overlaps the given axis-aligned capsule.

function
UKismetSystemLibrary::CapsuleOverlapActorsWithOrientation Engine

Finds every actor whose collision overlaps the given capsule at an arbitrary world-space orientation.

function
UKismetSystemLibrary::CapsuleOverlapComponents Engine

Finds every primitive component whose collision overlaps the given axis-aligned capsule.

function
UKismetSystemLibrary::CapsuleOverlapComponentsWithOrientation Engine

Finds every primitive component whose collision overlaps the given capsule at an arbitrary world-space orientation.

function
UKismetSystemLibrary::CapsuleTraceMultiByProfile Engine

Sweeps a capsule against the world using a collision profile rather than a trace channel or object type, returning every overlap and the first blocking hit sorted along the sweep.

function
UKismetSystemLibrary::CapsuleTraceMultiForObjects Engine

Sweeps a capsule from Start to End and returns every hit against components whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::CapsuleTraceSingleByProfile Engine

Sweeps a capsule from Start to End against the world using a named Collision Profile and returns the first blocking hit.

function
UKismetSystemLibrary::CapsuleTraceSingleForObjects Engine

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.

function
AActor::CheckComponentInstanceName Engine

Checks for and resolves any name collisions before a new Blueprint-created component is instanced, renaming any existing component that conflicts with the given name.

function
UKismetSystemLibrary::ComponentOverlapActors Engine

Finds every actor whose collision overlaps Component's shape as if it were placed at ComponentTransform, without actually moving Component.

function
UKismetSystemLibrary::ComponentOverlapComponents Engine

Finds every primitive component whose collision overlaps Component's shape as if it were placed at ComponentTransform, without actually moving Component.

function
UWorld::ComponentSweepMulti Engine

Sweeps a component's actual collision geometry from Start to End and returns all hit results.

function
UWorld::ComponentSweepMultiByChannel Engine

Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.

function
UCharacterMovementComponent::ComputeFloorDist Engine

Computes the swept distance from the bottom of the capsule to the first walkable point of impact and stores the result in OutFloorResult, ignoring whether the capsule's own collision is enabled.

function
FName::DisplayHash Core

Dumps name-table hash bucket statistics to an output device.

function
UKismetSystemLibrary::DrawDebugBox Engine

Draws a wireframe box for debugging, matching the way box collision or trace shapes are described by center, extent, and rotation.

function
UKismetSystemLibrary::DrawDebugCapsule Engine

Draws a wireframe capsule, matching the shape and parameters (center, half-height, radius, rotation) used by capsule collision components and capsule traces.

function
UKismetSystemLibrary::DrawDebugCylinder Engine

Draws a wireframe cylinder between two points, useful for visualizing capsule collision without the hemisphere caps or a custom volume shape.