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50 results for "overlap"

function
UWorld::OverlapMultiByChannel Engine

Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.

function
UKismetSystemLibrary::BoxOverlapActors Engine

Finds every actor whose collision overlaps the given axis-aligned box.

function
UKismetSystemLibrary::BoxOverlapActorsWithOrientation Engine

Finds every actor whose collision overlaps the given box at an arbitrary world-space orientation.

function
UKismetSystemLibrary::BoxOverlapComponents Engine

Finds every primitive component whose collision overlaps the given axis-aligned box.

function
UKismetSystemLibrary::BoxOverlapComponentsWithOrientation Engine

Finds every primitive component whose collision overlaps the given box at an arbitrary world-space orientation.

function
UKismetMathLibrary::Box_Overlap Engine

Returns the intersection (overlapping region) of two axis-aligned bounding boxes.

function
UKismetSystemLibrary::CapsuleOverlapActors Engine

Finds every actor whose collision overlaps the given axis-aligned capsule.

function
UKismetSystemLibrary::CapsuleOverlapActorsWithOrientation Engine

Finds every actor whose collision overlaps the given capsule at an arbitrary world-space orientation.

function
UKismetSystemLibrary::CapsuleOverlapComponents Engine

Finds every primitive component whose collision overlaps the given axis-aligned capsule.

function
UKismetSystemLibrary::CapsuleOverlapComponentsWithOrientation Engine

Finds every primitive component whose collision overlaps the given capsule at an arbitrary world-space orientation.

function
AActor::ClearComponentOverlaps Engine

Dispatches EndOverlap for all active overlaps on all of this actor's primitive components.

function
UKismetSystemLibrary::ComponentOverlapActors Engine

Finds every actor whose collision overlaps Component's shape as if it were placed at ComponentTransform, without actually moving Component.

function
UKismetSystemLibrary::ComponentOverlapComponents Engine

Finds every primitive component whose collision overlaps Component's shape as if it were placed at ComponentTransform, without actually moving Component.

function
AActor::GetOverlappingActors Engine

Populates an array with all actors currently overlapping any component of this actor.

function
AActor::GetOverlappingComponents Engine

Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.

function
AActor::GetUpdateOverlapsMethodDuringLevelStreaming Engine

Returns the resolved method this actor uses to update overlaps when loaded via level streaming.

function
UGameplayStatics::GrassOverlappingSphereCount Engine

Returns the number of procedural grass foliage instances of a given static mesh that overlap a sphere.

function
AActor::IsOverlappingActor Engine

Returns true if any component of this actor overlaps any component of the given actor.

function
AActor::NotifyActorBeginOverlap Engine

Called when any component of this actor begins overlapping any component of another actor.

function
ACharacter::NotifyActorBeginOverlap Engine

Called when another actor begins overlapping this character.

function
AActor::NotifyActorEndOverlap Engine

Called when all overlapping component pairs between this actor and another actor have separated.

function
ACharacter::NotifyActorEndOverlap Engine

Called when another actor stops overlapping this character.

property
AActor::OnActorBeginOverlap Engine

Multicast delegate fired when another actor begins overlapping this actor.

property
AActor::OnActorEndOverlap Engine

Multicast delegate fired when another actor stops overlapping this actor.

property
UPrimitiveComponent::OnComponentBeginOverlap Engine

Delegate fired when another component begins overlapping this component.

property
UPrimitiveComponent::OnComponentEndOverlap Engine

Delegate fired when a previously overlapping component stops overlapping.

function
AActor::ReceiveActorBeginOverlap Engine

Blueprint event fired when this actor begins overlapping another actor.

function
AActor::ReceiveActorEndOverlap Engine

Blueprint event fired when this actor stops overlapping another actor.

function
UKismetSystemLibrary::SphereOverlapActors Engine

Finds every actor whose collision overlaps the given world-space sphere.

function
UKismetSystemLibrary::SphereOverlapComponents Engine

Finds every primitive component whose collision overlaps the given world-space sphere.

function
AActor::UpdateOverlaps Engine

Queries the world and refreshes the overlap state for all of this actor's components.

class
AActor Engine

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

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
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
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::DrawDebugSphere Engine

Draws a wireframe debug sphere built from three orthogonal circles, commonly used to visualize a radius such as a sphere trace or overlap check.

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::GetComponentsCollisionResponseToChannel Engine

Returns the most restrictive collision response across all components for the given channel.

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::K2_TeleportTo Engine

Moves this actor to the specified location and rotation, attempting to avoid overlapping geometry by nudging slightly out of walls.

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.

property
UCharacterMovementComponent::MaxDepenetrationWithGeometry Engine

Maximum distance simulated proxies are allowed to depenetrate per step when resolving overlaps with world geometry, as opposed to other pawns.

property
UCharacterMovementComponent::MaxDepenetrationWithGeometryAsProxy Engine

Maximum depenetration distance applied to overlaps with world geometry (not Pawns) specifically when the character is a simulated proxy, used instead of MaxDepenetrationWithGeometry in that case.

property
UCharacterMovementComponent::MaxDepenetrationWithPawn Engine

Maximum distance the locally controlled or autonomous character is allowed to depenetrate per step when resolving overlaps with other Pawns.

property
UCharacterMovementComponent::MaxDepenetrationWithPawnAsProxy Engine

Maximum distance a simulated proxy is allowed to depenetrate per step when overlapping other Pawns, kept intentionally small so local correction doesn't fight the server-authoritative position.

function
AActor::NotifyHit Engine

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

property
UCharacterMovementComponent::RepulsionForce Engine

Force per kilogram of mass applied continuously to every physics component currently overlapping the character, pushing them apart.