50 results for "hit"
Decomposes an FHitResult struct into its individual fields.
Calls ReceiveHit on this actor and fires the OnComponentHit delegate on the blocking component.
Called by the physics engine when two rigid bodies collide.
Returns true if the given sync marker was passed during the current frame's animation evaluation in the specified sync group.
The controller of the last actor that dealt damage to this pawn.
Returns the linear-space white color (1, 1, 1, 1).
Constructs an FHitResult from individual fields.
Called when this actor bumps into a blocking object or is bumped into.
Multicast delegate fired when this actor hits (or is hit by) a solid blocking surface.
Delegate fired when this component physically hits another.
Blueprint event fired when this actor blocks or is blocked by another actor's movement.
The base class for all actors that can be placed or spawned in the world.
Traces a ray against only the components of this specific actor and returns the first blocking hit.
Deals point damage to a specific actor, including directional hit information.
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.
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.
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 given Trace Channel and returns the first blocking hit encountered.
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 whether the character is currently allowed to step up onto the actor or component recorded in the given hit result.
Sweeps a capsule from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.
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 given Trace Channel and returns the first blocking hit encountered.
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.
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.
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.
Cached information about the floor the character is currently standing on — walkability, impact normal, and hit result — updated only during Walking movement.
Draws a single debug point at a world-space location, useful for marking individual sample positions such as trace hits or spline points.
Returns the UV texture coordinate at the impact point of a collision hit.
Sweeps a shape from Start to End against the world and returns the first blocking hit.
Collects the unique owning actors of a list of primitive components, commonly used to turn overlap/hit component results into an actor list.
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.
Returns the current playback position in seconds of the most relevant animation sequence in the specified state.
Extracts the EPhysicalSurface enum value from the physical material of a hit result.
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.
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.
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.
Multicast delegate broadcast when the character lands after being in the Falling movement mode.
Performs a swept-box versus axis-aligned box intersection test and returns the hit location, normal, and parametric hit time.
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.
Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.
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.
Traces a line from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Performs a line trace between Start and End against the given Trace Channel and returns the first blocking hit encountered.