RealDocs

44 results for "hit" in function

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.

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.

function
AActor::ReceiveHit Engine

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

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.

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.

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.