RealDocs

29 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
UKismetMathLibrary::Box_Overlap Engine

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

function
AActor::ClearComponentOverlaps Engine

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

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
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
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
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
AActor::NotifyHit Engine

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

function
UPrimitiveComponent::SetCollisionEnabled Engine

Sets the collision enabled state on the component.

function
UWorld::SweepMultiByChannel Engine

Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.

function
AActor::TeleportTo Engine

Moves this actor to a destination location and rotation, attempting to push it clear of overlapping geometry if it does not fit exactly at the target point.