50 results for "overlap"
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Finds every actor whose collision overlaps the given axis-aligned box.
Finds every actor whose collision overlaps the given box at an arbitrary world-space orientation.
Finds every primitive component whose collision overlaps the given axis-aligned box.
Finds every primitive component whose collision overlaps the given box at an arbitrary world-space orientation.
Returns the intersection (overlapping region) of two axis-aligned bounding boxes.
Finds every actor whose collision overlaps the given axis-aligned capsule.
Finds every actor whose collision overlaps the given capsule at an arbitrary world-space orientation.
Finds every primitive component whose collision overlaps the given axis-aligned capsule.
Finds every primitive component whose collision overlaps the given capsule at an arbitrary world-space orientation.
Dispatches EndOverlap for all active overlaps on all of this actor's primitive components.
Finds every actor whose collision overlaps Component's shape as if it were placed at ComponentTransform, without actually moving Component.
Finds every primitive component whose collision overlaps Component's shape as if it were placed at ComponentTransform, without actually moving Component.
Populates an array with all actors currently overlapping any component of this actor.
Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.
Returns the resolved method this actor uses to update overlaps when loaded via level streaming.
Returns the number of procedural grass foliage instances of a given static mesh that overlap a sphere.
Returns true if any component of this actor overlaps any component of the given actor.
Called when any component of this actor begins overlapping any component of another actor.
Called when another actor begins overlapping this character.
Called when all overlapping component pairs between this actor and another actor have separated.
Called when another actor stops overlapping this character.
Multicast delegate fired when another actor begins overlapping this actor.
Multicast delegate fired when another actor stops overlapping this actor.
Delegate fired when another component begins overlapping this component.
Delegate fired when a previously overlapping component stops overlapping.
Blueprint event fired when this actor begins overlapping another actor.
Blueprint event fired when this actor stops overlapping another actor.
Finds every actor whose collision overlaps the given world-space sphere.
Finds every primitive component whose collision overlaps the given world-space sphere.
Queries the world and refreshes the overlap state for all of this actor's components.
The base class for all actors that can be placed or spawned in the world.
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.
Returns true if two axis-aligned bounding boxes overlap, including the case where they only share a boundary face or edge.
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.
Draws a wireframe debug sphere built from three orthogonal circles, commonly used to visualize a radius such as a sphere trace or overlap check.
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 most restrictive collision response across all components for the given channel.
Returns the simple collision cylinder as an FVector(Radius, Radius, HalfHeight), convenient for axis-aligned extent comparisons and box overlap approximations.
Moves this actor to the specified location and rotation, attempting to avoid overlapping geometry by nudging slightly out of walls.
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.
Maximum distance simulated proxies are allowed to depenetrate per step when resolving overlaps with world geometry, as opposed to other pawns.
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.
Maximum distance the locally controlled or autonomous character is allowed to depenetrate per step when resolving overlaps with other Pawns.
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.
Called when this actor bumps into a blocking object or is bumped into.
Force per kilogram of mass applied continuously to every physics component currently overlapping the character, pushing them apart.