24 results for "overlap" in function
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Returns the intersection (overlapping region) of two axis-aligned bounding boxes.
Dispatches EndOverlap for all active overlaps on all of this actor's primitive components.
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.
Blueprint event fired when this actor begins overlapping another actor.
Blueprint event fired when this actor stops overlapping another actor.
Queries the world and refreshes the overlap state for all of this actor's components.
Returns true if two axis-aligned bounding boxes overlap, including the case where they only share a boundary face or edge.
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.
Called when this actor bumps into a blocking object or is bumped into.
Sets the collision enabled state on the component.
Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.
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.