16 results for "projectile"
Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.
Predicts a projectile arc using a params struct, providing the richest output of the three prediction variants — each path point includes velocity and time in addition to position.
Simulates a projectile arc under gravity and returns the full path as an array of positions, optionally tracing against specified object types to detect collisions.
Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.
Calculates a launch velocity for a projectile at rest at StartPos to land at EndPos, using an artist-controlled arc parameter rather than a fixed launch speed.
Calculates a launch velocity to intercept a moving actor in exactly TimeToTarget seconds, assuming the target moves at constant velocity and the projectile is affected only by gravity.
A hierarchical name token (e.
Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.
Override to control whether a specific owned component contributes geometry to the navigation mesh.
Delegate broadcast when this actor takes point damage — typically a hit-scan or projectile that supplies a precise impact location, bone name, and shot direction.
Returns a random unit vector (length 1) uniformly distributed over the surface of a sphere.
Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit.
Rotates a vector by a given angle around a specified axis using the right-hand rule.
Computes a launch velocity that will arc a projectile from Start to End under gravity at the given speed.
Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.
Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.