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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Structure containing information about one hit of a trace, such as point of impact and surface normal at that point. More...
Public Member Functions | |
Functions | |
| void | SetActor (AActor Actor) |
| bool | GetbBlockingHit () const |
| bool | GetbStartPenetrating () const |
| UPrimitiveComponent | GetComponent () const |
| UPhysicalMaterial | GetPhysMaterial () const |
| void | Reset () |
| AActor | GetActor () const |
| void | SetbBlockingHit (bool bIsBlocking) |
| void | SetBlockingHit (bool bIsBlocking) |
| void | SetbStartPenetrating (bool bStartPenetrating) |
| void | SetComponent (UPrimitiveComponent Component) |
| FHitResult & | opAssign (FHitResult Other) |
Public Attributes | |
Variables | |
| FVector | Location |
| The location in world space where the moving shape would end up against the impacted object, if there is a hit. Equal to the point of impact for line tests. Example: for a sphere trace test, this is the point where the center of the sphere would be located when it touched the other object. For swept movement (but not queries) this may not equal the final location of the shape since hits are pulled back slightly to prevent precision issues from overlapping another surface. | |
| float32 | PenetrationDepth |
| If this test started in penetration (bStartPenetrating is true) and a depenetration vector can be computed, this value is the distance along Normal that will result in moving out of penetration. If the distance cannot be computed, this distance will be zero. | |
| float32 | Distance |
| The distance from the TraceStart to the Location in world space. This value is 0 if there was an initial overlap (trace started inside another colliding object). | |
| float32 | Time |
| 'Time' of impact along trace direction (ranging from 0.0 to 1.0) if there is a hit, indicating time between TraceStart and TraceEnd. For swept movement (but not queries) this may be pulled back slightly from the actual time of impact, to prevent precision problems with adjacent geometry. | |
| FVector | TraceStart |
| Start location of the trace. For example if a sphere is swept against the world, this is the starting location of the center of the sphere. | |
| FVector | TraceEnd |
| End location of the trace; this is NOT where the impact occurred (if any), but the furthest point in the attempted sweep. For example if a sphere is swept against the world, this would be the center of the sphere if there was no blocking hit. | |
| FVector | ImpactNormal |
| Normal of the hit in world space, for the object that was hit by the sweep, if any. For example if a sphere hits a flat plane, this is a normalized vector pointing out from the plane. In the case of impact with a corner or edge of a surface, usually the "most opposing" normal (opposed to the query direction) is chosen. | |
| FVector | ImpactPoint |
| Location in world space of the actual contact of the trace shape (box, sphere, ray, etc) with the impacted object. Example: for a sphere trace test, this is the point where the surface of the sphere touches the other object. @note: In the case of initial overlap (bStartPenetrating=true), ImpactPoint will be the same as Location because there is no meaningful single impact point to report. | |
| int | FaceIndex |
| Face index we hit (for complex hits with triangle meshes). | |
| FVector | Normal |
| Normal of the hit in world space, for the object that was swept. Equal to ImpactNormal for line tests. This is computed for capsules and spheres, otherwise it will be the same as ImpactNormal. Example: for a sphere trace test, this is a normalized vector pointing in towards the center of the sphere at the point of impact. | |
| FName | BoneName |
| Name of bone we hit (for skeletal meshes). | |
| AActor | Actor |
| bool | bBlockingHit |
| bool | bStartPenetrating |
| UPrimitiveComponent | Component |
| const UPhysicalMaterial | PhysMaterial |
Structure containing information about one hit of a trace, such as point of impact and surface normal at that point.
| AActor GetActor | ( | ) | const |
| bool GetbBlockingHit | ( | ) | const |
| bool GetbStartPenetrating | ( | ) | const |
| UPrimitiveComponent GetComponent | ( | ) | const |
| UPhysicalMaterial GetPhysMaterial | ( | ) | const |
| FHitResult & opAssign | ( | FHitResult | Other | ) |
| void Reset | ( | ) |
| void SetActor | ( | AActor | Actor | ) |
| void SetbBlockingHit | ( | bool | bIsBlocking | ) |
| void SetBlockingHit | ( | bool | bIsBlocking | ) |
| void SetbStartPenetrating | ( | bool | bStartPenetrating | ) |
| void SetComponent | ( | UPrimitiveComponent | Component | ) |
| AActor Actor |
| bool bBlockingHit |
| FName BoneName |
Name of bone we hit (for skeletal meshes).
| bool bStartPenetrating |
| UPrimitiveComponent Component |
| float32 Distance |
The distance from the TraceStart to the Location in world space. This value is 0 if there was an initial overlap (trace started inside another colliding object).
| int FaceIndex |
Face index we hit (for complex hits with triangle meshes).
| FVector ImpactNormal |
Normal of the hit in world space, for the object that was hit by the sweep, if any. For example if a sphere hits a flat plane, this is a normalized vector pointing out from the plane. In the case of impact with a corner or edge of a surface, usually the "most opposing" normal (opposed to the query direction) is chosen.
| FVector ImpactPoint |
Location in world space of the actual contact of the trace shape (box, sphere, ray, etc) with the impacted object. Example: for a sphere trace test, this is the point where the surface of the sphere touches the other object. @note: In the case of initial overlap (bStartPenetrating=true), ImpactPoint will be the same as Location because there is no meaningful single impact point to report.
| FVector Location |
The location in world space where the moving shape would end up against the impacted object, if there is a hit. Equal to the point of impact for line tests. Example: for a sphere trace test, this is the point where the center of the sphere would be located when it touched the other object. For swept movement (but not queries) this may not equal the final location of the shape since hits are pulled back slightly to prevent precision issues from overlapping another surface.
| FVector Normal |
Normal of the hit in world space, for the object that was swept. Equal to ImpactNormal for line tests. This is computed for capsules and spheres, otherwise it will be the same as ImpactNormal. Example: for a sphere trace test, this is a normalized vector pointing in towards the center of the sphere at the point of impact.
| float32 PenetrationDepth |
If this test started in penetration (bStartPenetrating is true) and a depenetration vector can be computed, this value is the distance along Normal that will result in moving out of penetration. If the distance cannot be computed, this distance will be zero.
| const UPhysicalMaterial PhysMaterial |
| float32 Time |
'Time' of impact along trace direction (ranging from 0.0 to 1.0) if there is a hit, indicating time between TraceStart and TraceEnd. For swept movement (but not queries) this may be pulled back slightly from the actual time of impact, to prevent precision problems with adjacent geometry.
| FVector TraceEnd |
End location of the trace; this is NOT where the impact occurred (if any), but the furthest point in the attempted sweep. For example if a sphere is swept against the world, this would be the center of the sphere if there was no blocking hit.
| FVector TraceStart |
Start location of the trace. For example if a sphere is swept against the world, this is the starting location of the center of the sphere.