RealDocs

50 results for "hit"

function
UGameplayStatics::BreakHitResult Engine

Decomposes an FHitResult struct into its individual fields.

function
AActor::DispatchBlockingHit Engine

Calls ReceiveHit on this actor and fires the OnComponentHit delegate on the blocking component.

function
AActor::DispatchPhysicsCollisionHit Engine

Called by the physics engine when two rigid bodies collide.

function
UAnimInstance::HasMarkerBeenHitThisFrame Engine

Returns true if the given sync marker was passed during the current frame's animation evaluation in the specified sync group.

property
APawn::LastHitBy Engine

The controller of the last actor that dealt damage to this pawn.

function
UKismetMathLibrary::LinearColor_White Engine

Returns the linear-space white color (1, 1, 1, 1).

function
UGameplayStatics::MakeHitResult Engine

Constructs an FHitResult from individual fields.

function
AActor::NotifyHit Engine

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

property
AActor::OnActorHit Engine

Multicast delegate fired when this actor hits (or is hit by) a solid blocking surface.

property
UPrimitiveComponent::OnComponentHit Engine

Delegate fired when this component physically hits another.

function
AActor::ReceiveHit Engine

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

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

function
AActor::ActorLineTraceSingle Engine

Traces a ray against only the components of this specific actor and returns the first blocking hit.

function
UGameplayStatics::ApplyPointDamage Engine

Deals point damage to a specific actor, including directional hit information.

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::BoxTraceMulti Engine

Sweeps an oriented box from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.

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::BoxTraceSingle Engine

Sweeps an oriented box from Start to End against the given Trace Channel and returns the first blocking hit encountered.

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
UCharacterMovementComponent::CanStepUp Engine

Returns whether the character is currently allowed to step up onto the actor or component recorded in the given hit result.

function
UKismetSystemLibrary::CapsuleTraceMulti Engine

Sweeps a capsule from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.

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::CapsuleTraceSingle Engine

Sweeps a capsule from Start to End against the given Trace Channel and returns the first blocking hit encountered.

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
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::ComputePerchResult Engine

Sweeps a smaller capsule of TestRadius to determine whether the character could stand perched at the edge represented by InHit, within InMaxFloorDist of the impact point.

property
UCharacterMovementComponent::CurrentFloor Engine

Cached information about the floor the character is currently standing on — walkability, impact normal, and hit result — updated only during Walking movement.

function
UKismetSystemLibrary::DrawDebugPoint Engine

Draws a single debug point at a world-space location, useful for marking individual sample positions such as trace hits or spline points.

function
UGameplayStatics::FindCollisionUV Engine

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

function
UCharacterMovementComponent::FloorSweepTest Engine

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

function
UKismetSystemLibrary::GetActorListFromComponentList Engine

Collects the unique owning actors of a list of primitive components, commonly used to turn overlap/hit component results into an actor list.

function
AActor::GetPlacementExtent Engine

Returns the bounding extent used when placing this actor in the editor, primarily to offset the actor from a hit surface so it doesn't clip into geometry.

function
UAnimInstance::GetRelevantAnimTime Engine

Returns the current playback position in seconds of the most relevant animation sequence in the specified state.

function
UGameplayStatics::GetSurfaceType Engine

Extracts the EPhysicalSurface enum value from the physical material of a hit result.

function
UCharacterMovementComponent::IsValidLandingSpot Engine

Determines whether a hit result is a valid surface for the character to land on when falling, rejecting unwalkable normals, hits above the capsule's lower hemisphere, and hits too close to the capsule's edge.

function
UCharacterMovementComponent::IsWalkable Engine

Returns true if the hit result should be considered a walkable surface for the character, based on the impact normal's angle relative to WalkableFloorZ.

function
UCharacterMovementComponent::IsWithinEdgeTolerance Engine

Returns true if the 2D distance from CapsuleLocation to TestImpactPoint is within the capsule radius minus a small rejection threshold, used to reject hits too close to the capsule's edge.

property
ACharacter::LandedDelegate Engine

Multicast delegate broadcast when the character lands after being in the Falling movement mode.

function
FMath::LineExtentBoxIntersection Core

Performs a swept-box versus axis-aligned box intersection test and returns the hit location, normal, and parametric hit time.

function
UKismetSystemLibrary::LineTraceMulti Engine

Performs a line trace between Start and End against the given Trace Channel and returns every hit up to and including the first blocking hit.

function
UWorld::LineTraceMultiByChannel Engine

Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.

function
UKismetSystemLibrary::LineTraceMultiByProfile Engine

Traces a line from Start to End against the world using a named Collision Profile and returns all overlapping hits plus the first blocking hit.

function
UKismetSystemLibrary::LineTraceMultiForObjects Engine

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

function
UKismetSystemLibrary::LineTraceSingle Engine

Performs a line trace between Start and End against the given Trace Channel and returns the first blocking hit encountered.