50 results for "trace"
Emits all currently registered FNames to the Unreal Insights trace channel when a new profiler connection is established.
Traces a ray against only the components of this specific actor and returns the first blocking hit.
Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.
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.
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.
Sweeps an oriented box from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Sweeps an oriented box from Start to End against the given Trace Channel and returns the first blocking hit encountered.
Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns the first blocking hit.
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.
Sweeps a capsule from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.
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.
Sweeps a capsule from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Sweeps a capsule from Start to End against the given Trace Channel and returns the first blocking hit encountered.
Sweeps a capsule from Start to End against the world using a named Collision Profile and returns the first blocking hit.
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.
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.
Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.
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.
Traces a line from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Performs a line trace between Start and End against the given Trace Channel and returns the first blocking hit encountered.
Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.
Traces a line from Start to End against the world using a named Collision Profile and returns the first blocking hit.
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.
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.
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.
Sweeps a sphere from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Sweeps a sphere of the given Radius from Start to End against the given Trace Channel and returns the first blocking hit encountered.
Sweeps a sphere from Start to End against the world using a named Collision Profile and returns the first blocking hit.
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.
Prints a stack trace of the current Blueprint call chain to the log, showing how execution reached this node.
Deals point damage to a specific actor, including directional hit information.
The height of the pawn's eye position above the collision center, in unreal units.
Draws a directional arrow from LineStart to LineEnd, useful for visualizing forward vectors, velocities, or traces.
Draws a wireframe box for debugging, matching the way box collision or trace shapes are described by center, extent, and rotation.
Draws a wireframe capsule, matching the shape and parameters (center, half-height, radius, rotation) used by capsule collision components and capsule traces.
Draws a single debug point at a world-space location, useful for marking individual sample positions such as trace hits or spline points.
Draws a wireframe debug sphere built from three orthogonal circles, commonly used to visualize a radius such as a sphere trace or overlap check.
Enables or disables the path tracer for the current Game Viewport.
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.
Returns the world-space location and rotation representing this actor's eye position and view direction.
Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.
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.
Sweeps a vertical trace from CapsuleLocation to find the floor beneath the capsule, writing the result into FloorResult.
Performs a line-trace from the controller's eye position to the target actor to determine visibility.
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.
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.
Speed at which the visual capsule offset interpolates toward the newly traced nav mesh projection between raycasts.
Returns the directory the engine uses to output profiling files, such as captured stat traces.
Forces the path tracer to restart sample accumulation, useful when a scene change isn't automatically detected.
Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.