47 results for "collision"
Returns the distance from a world-space point to the nearest collision surface on this actor.
Called by the physics engine when two rigid bodies collide.
Returns the UV texture coordinate at the impact point of a collision hit.
Returns whether collision is currently enabled for the whole actor.
Returns the most restrictive collision response across all components for the given channel.
Returns an axis-aligned cylinder approximating this actor's simple collision, used for broad checks like AI pathfinding proximity tests.
Returns the radius and half-height of the character's capsule component, used as the simplified collision shape.
Returns the simple collision cylinder as an FVector(Radius, Radius, HalfHeight), convenient for axis-aligned extent comparisons and box overlap approximations.
Returns just the half-height component of GetSimpleCollisionCylinder().
Returns just the radius component of GetSimpleCollisionCylinder().
Returns true when the actor's root component is registered with the world and has collision enabled.
Called on each component when the owning Actor's bEnableCollision flag changes.
Enables or disables collision for the entire actor by toggling all of its collision components at once.
Sets the collision enabled state on the component.
Applies a named collision preset to the component, setting its object type, enabled state, and all channel responses in one call.
Sets this component's response to all collision channels to a single value at once.
Sets this component's response to a single collision channel.
Controls how spawning this actor is handled when it would collide with an existing object.
ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.
The height of the pawn's eye position above the collision center, in unreal units.
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.
Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.
Returns true if two axis-aligned bounding boxes overlap, including the case where they only share a boundary face or edge.
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.
Sweeps a component's actual collision geometry from Start to End and returns all hit results.
Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.
Dumps name-table hash bucket statistics to an output device.
Finds the pair of closest points between two finite line segments, one point per segment.
Computes the combined axis-aligned bounding box of an array of actors, returning the box centre and half-extents.
Returns the CapsuleComponent used for movement collision.
Returns the half-height of the default collision shape for this pawn, scaled by the root component's world scale.
Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.
Override to control whether a specific owned component contributes geometry to the navigation mesh.
Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.
Adds an actor to the pawn's movement collision ignore list so the pawn can pass through it during movement sweeps.
Removes an actor from the pawn's movement collision ignore list, restoring normal sweep collision between the pawn and that actor.
Called when this actor bumps into a blocking object or is bumped into.
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Blueprint event fired when this actor begins overlapping another actor.
Blueprint event fired when this actor blocks or is blocked by another actor's movement.
Hides or shows the actor and all of its components in the game world.
Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.
Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.
Sweeps a collision shape from Start to End using a named collision profile and returns all hits.
Sweeps a collision shape from Start to End and returns the first blocking hit.
The base class for all components that have a visual representation and can interact with the physics and collision systems.
Refreshes the `MovementComponent`'s nav agent properties so the navigation system uses the pawn's current collision extents and step-height settings.