39 results for "hit" in function
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.
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.
Blueprint event fired when this actor blocks or is blocked by another actor's movement.
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 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.
Returns the UV texture coordinate at the impact point of a collision hit.
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.
Performs a swept-box versus axis-aligned box intersection test and returns the hit location, normal, and parametric hit time.
Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.
Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.
Returns a copy of the color linearly interpolated toward its luminance-equivalent grey by the given desaturation factor.
Constructs a 2D axis-aligned bounding box from explicit Min and Max corners and sets IsValid to true.
Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.
Requests that the given string table entry be loaded into memory before it is needed, avoiding a hitch when the text is first displayed.
Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches.
Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays.
Blueprint event fired when this actor begins overlapping another actor.
Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit.
Blueprint implementable event called on the server when this actor takes radial (AoE) damage.
Sets the world-space location of the actor.
Applies a 2D render transform (translation, rotation, scale, shear) to the widget.
Sets the visibility of the widget, controlling both rendering and hit-test behaviour.
Stops every currently active montage on this AnimInstance simultaneously, blending each one out over the specified duration.
Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.
Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.
Sweeps a collision shape from Start to End using a named collision profile and returns all hits.
Sweeps a collision shape from Start to End and returns the first blocking hit.
Processes incoming damage on the pawn.