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40 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
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.

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.

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.

function
AActor::NotifyHit Engine

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