47 results for "collision" in function
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 a named FCollisionProfileName property on Object to Value.
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.
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.
Finds every actor whose collision overlaps the given axis-aligned box.
Finds every actor whose collision overlaps the given box at an arbitrary world-space orientation.
Finds every primitive component whose collision overlaps the given axis-aligned box.
Finds every primitive component whose collision overlaps the given box at an arbitrary world-space orientation.
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.
Sweeps an oriented box from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns the first blocking hit.
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.
Returns true if two axis-aligned bounding boxes overlap, including the case where they only share a boundary face or edge.
Finds every actor whose collision overlaps the given axis-aligned capsule.
Finds every actor whose collision overlaps the given capsule at an arbitrary world-space orientation.
Finds every primitive component whose collision overlaps the given axis-aligned capsule.
Finds every primitive component whose collision overlaps the given capsule at an arbitrary world-space orientation.
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.
Sweeps a capsule from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Sweeps a capsule from Start to End against the world using a named Collision Profile and returns the first blocking hit.
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.
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.
Finds every actor whose collision overlaps Component's shape as if it were placed at ComponentTransform, without actually moving Component.
Finds every primitive component whose collision overlaps Component's shape as if it were placed at ComponentTransform, without actually moving Component.
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.
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.
Dumps name-table hash bucket statistics to an output device.
Draws a wireframe box for debugging, matching the way box collision or trace shapes are described by center, extent, and rotation.
Draws a wireframe capsule, matching the shape and parameters (center, half-height, radius, rotation) used by capsule collision components and capsule traces.
Draws a wireframe cylinder between two points, useful for visualizing capsule collision without the hemisphere caps or a custom volume shape.