9 results for "overlap" in property
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.
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.
Force per kilogram of mass applied continuously to every physics component currently overlapping the character, pushing them apart.