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43 results for "collision" in function

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
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.

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
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
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
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
FName::DisplayHash Core

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

function
UKismetMathLibrary::FindNearestPointsOnLineSegments Engine

Finds the pair of closest points between two finite line segments, one point per segment.

function
UGameplayStatics::GetActorArrayBounds Engine

Computes the combined axis-aligned bounding box of an array of actors, returning the box centre and half-extents.

function
ACharacter::GetCapsuleComponent Engine

Returns the CapsuleComponent used for movement collision.

function
APawn::GetDefaultHalfHeight Engine

Returns the half-height of the default collision shape for this pawn, scaled by the root component's world scale.

function
APawn::GetPawnViewLocation Engine

Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.

function
AActor::IsComponentRelevantForNavigation Engine

Override to control whether a specific owned component contributes geometry to the navigation mesh.

function
UWorld::LineTraceSingleByChannel Engine

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

function
APawn::MoveIgnoreActorAdd Engine

Adds an actor to the pawn's movement collision ignore list so the pawn can pass through it during movement sweeps.

function
APawn::MoveIgnoreActorRemove Engine

Removes an actor from the pawn's movement collision ignore list, restoring normal sweep collision between the pawn and that actor.

function
AActor::NotifyHit Engine

Called when this actor bumps into a blocking object or is bumped into.

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::ReceiveActorBeginOverlap Engine

Blueprint event fired when this actor begins overlapping another actor.

function
AActor::ReceiveHit Engine

Blueprint event fired when this actor blocks or is blocked by another actor's movement.

function
AActor::SetActorHiddenInGame Engine

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

function
UWorld::SweepMultiByChannel Engine

Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.

function
UWorld::SweepMultiByObjectType Engine

Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.

function
UWorld::SweepMultiByProfile Engine

Sweeps a collision shape from Start to End using a named collision profile and returns all hits.

function
UWorld::SweepSingleByChannel Engine

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

function
APawn::UpdateNavAgent Engine

Refreshes the `MovementComponent`'s nav agent properties so the navigation system uses the pawn's current collision extents and step-height settings.