RealDocs

50 results for "trace"

function
FName::TraceNamesOnConnection Core

Emits all currently registered FNames to the Unreal Insights trace channel when a new profiler connection is established.

function
AActor::ActorLineTraceSingle Engine

Traces a ray against only the components of this specific actor and returns the first blocking hit.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByTraceChannel Engine

Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.

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
UKismetSystemLibrary::BoxTraceMultiForObjects Engine

Sweeps an oriented box from Start to End and returns every hit against components whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::BoxTraceSingle Engine

Sweeps an oriented box from Start to End against the given Trace Channel and returns the first blocking hit encountered.

function
UKismetSystemLibrary::BoxTraceSingleByProfile Engine

Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns the first blocking hit.

function
UKismetSystemLibrary::BoxTraceSingleForObjects Engine

Sweeps an oriented box from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.

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::CapsuleTraceMultiForObjects Engine

Sweeps a capsule from Start to End and returns every hit against components whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::CapsuleTraceSingle Engine

Sweeps a capsule from Start to End against the given Trace Channel and returns the first blocking hit encountered.

function
UKismetSystemLibrary::CapsuleTraceSingleByProfile Engine

Sweeps a capsule from Start to End against the world using a named Collision Profile and returns the first blocking hit.

function
UKismetSystemLibrary::CapsuleTraceSingleForObjects Engine

Sweeps a capsule from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::LineTraceMulti Engine

Performs a line trace between Start and End against the given Trace Channel and returns every hit up to and including the first blocking hit.

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
UKismetSystemLibrary::LineTraceMultiForObjects Engine

Traces a line from Start to End and returns every hit against components whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::LineTraceSingle Engine

Performs a line trace between Start and End against the given Trace Channel and returns the first blocking hit encountered.

function
UWorld::LineTraceSingleByChannel Engine

Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.

function
UKismetSystemLibrary::LineTraceSingleByProfile Engine

Traces a line from Start to End against the world using a named Collision Profile and returns the first blocking hit.

function
UKismetSystemLibrary::LineTraceSingleForObjects Engine

Traces a line from Start to End and returns the first hit against any component whose collision is set to respond to one of the given Object Types.

function
UKismetSystemLibrary::SphereTraceMulti Engine

Sweeps a sphere of the given Radius from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.

function
UKismetSystemLibrary::SphereTraceMultiByProfile Engine

Sweeps a sphere from Start to End against the world using a named Collision Profile and returns all overlapping hits plus the first blocking hit.

function
UKismetSystemLibrary::SphereTraceMultiForObjects Engine

Sweeps a sphere from Start to End and returns every hit against components whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::SphereTraceSingle Engine

Sweeps a sphere of the given Radius from Start to End against the given Trace Channel and returns the first blocking hit encountered.

function
UKismetSystemLibrary::SphereTraceSingleByProfile Engine

Sweeps a sphere from Start to End against the world using a named Collision Profile and returns the first blocking hit.

function
UKismetSystemLibrary::SphereTraceSingleForObjects Engine

Sweeps a sphere from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::StackTrace Engine

Prints a stack trace of the current Blueprint call chain to the log, showing how execution reached this node.

function
UGameplayStatics::ApplyPointDamage Engine

Deals point damage to a specific actor, including directional hit information.

property
APawn::BaseEyeHeight Engine

The height of the pawn's eye position above the collision center, in unreal units.

function
UKismetSystemLibrary::DrawDebugArrow Engine

Draws a directional arrow from LineStart to LineEnd, useful for visualizing forward vectors, velocities, or traces.

function
UKismetSystemLibrary::DrawDebugBox Engine

Draws a wireframe box for debugging, matching the way box collision or trace shapes are described by center, extent, and rotation.

function
UKismetSystemLibrary::DrawDebugCapsule Engine

Draws a wireframe capsule, matching the shape and parameters (center, half-height, radius, rotation) used by capsule collision components and capsule traces.

function
UKismetSystemLibrary::DrawDebugPoint Engine

Draws a single debug point at a world-space location, useful for marking individual sample positions such as trace hits or spline points.

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
UKismetRenderingLibrary::EnablePathTracing Engine

Enables or disables the path tracer for the current Game Viewport.

function
UCharacterMovementComponent::FindFloor Engine

Sweeps a vertical trace to find the floor beneath the capsule at the given location, and attempts to perch at the edge of unwalkable surfaces when ShouldComputePerchResult() allows it.

function
AActor::GetActorEyesViewPoint Engine

Returns the world-space location and rotation representing this actor's eye position and view direction.

function
APawn::GetPawnViewLocation Engine

Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.

function
UCharacterMovementComponent::K2_ComputeFloorDist Engine

Measures the distance from the base of the capsule at CapsuleLocation down to the floor, using a line trace and/or capsule sweep, and writes the result into FloorResult.

function
UCharacterMovementComponent::K2_FindFloor Engine

Sweeps a vertical trace from CapsuleLocation to find the floor beneath the capsule, writing the result into FloorResult.

function
AAIController::LineOfSightTo AIModule

Performs a line-trace from the controller's eye position to the target actor to determine visibility.

property
UCharacterMovementComponent::NavMeshProjectionHeightScaleDown Engine

Scale of the capsule's total height used for the downward trace distance when projecting a NavWalking character from the nav mesh down onto the underlying geometry.

property
UCharacterMovementComponent::NavMeshProjectionHeightScaleUp Engine

Scale of the capsule's total height used to start the upward trace when projecting a NavWalking character from the nav mesh down onto the underlying geometry.

property
UCharacterMovementComponent::NavMeshProjectionInterpSpeed Engine

Speed at which the visual capsule offset interpolates toward the newly traced nav mesh projection between raycasts.

function
UBlueprintPathsLibrary::ProfilingDir Engine

Returns the directory the engine uses to output profiling files, such as captured stat traces.

function
UKismetRenderingLibrary::RefreshPathTracingOutput Engine

Forces the path tracer to restart sample accumulation, useful when a scene change isn't automatically detected.

function
UWorld::SweepMultiByObjectType Engine

Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.