C++ Actor Helper
ActorsInSphere
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Scan for actors of a class in a sphere
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Can it called by Blueprint: YES
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Blueprint type: Callable
Function
static bool ActorsInSphere(UObject* WorldContext, UClass* ActorClass, FVector Location, TArray<AActor*> Ignore, TArray<AActor*>& OutActors, float Range = 250.0f);
Input | Description |
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UObject* WorldContext |
Will autofilled in Blueprint |
UClass* ActorClass |
Class of the actor for searching |
FVector Location |
Location of the sphere for searching |
float Range |
range of the sphere for searching |
Output | Description |
---|---|
bool Return |
Is an Actor found in range (return false if there is no Actor) |
TArray<AActor*>& OutActors |
Actors that found in defined range |
HasFreeLineToActor
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Fire a line from an actor to another actor and test is there a hit between them
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Can it called by Blueprint: YES
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Blueprint type: Callable
Function
static bool HasFreeLineToActor(UObject* WorldContext, AActor* ActorSource, AActor* ActorTarget, float ZOffsetSource = 0.0f, float ZOffsetTarget = 0.0f);
Input | Description |
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UObject* WorldContext |
Will autofilled in Blueprint |
AActor* ActorSource |
Actor where the line start |
AActor* ActorTarget |
Actor where the line end |
float ZOffsetSource |
offset for the location of the start actor |
float ZOffsetTarget |
offset for the location of the end actor |
Output | Description |
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bool Return |
Is a Actor found in range (return false if there is no Actor) |
HasFreeLineToComponent
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Fire a line from an actor component to another actor component and test is there a hit between them
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Can it called by Blueprint: YES
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Blueprint type: Callable
Function
static bool HasFreeLineToComponent(UObject* WorldContext, USceneComponent* ComponentSource, USceneComponent* ComponentTarget, float ZOffsetSource = 0.0f, float ZOffsetTarget = 0.0f);
Input | Description |
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UObject* WorldContext |
Will autofilled in Blueprint |
USceneComponent* ComponentSource |
Component where the line start |
USceneComponent* ComponentTarget |
Component where the line end |
float ZOffsetSource |
offset for the location of the start component |
float ZOffsetTarget |
offset for the location of the end component |
Output | Description |
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bool Return |
Is a Actor found in range (return false if there is no Actor) |