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24 results for "overlap" in function

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.

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.

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.