You have to specify which Object types you are looking for when you call the function:
Signature:
- bool GetHitResultUnderCursorForObjects ( const TArray< TEnumAsByte< EObjectTypeQuery > > & ObjectTypes, bool bTraceComplex, FHitResult & HitResult )
-
Implementation
- //Init the Array
- TArray< TEnumAsByte< EObjectTypeQuery > > ObjectTypes;
- ObjectTypes.Add(EObjectTypeQuery::ObjectTypeQuery1);
- ObjectTypes.Add(EObjectTypeQuery::ObjectTypeQuery2);
- //... any other types you want
-
- FHitResult Hit;
- bool bHitOccurred = GetHitResultUnderCursorForObjects(ObjectTypes,true,Hit);
- if(bHitOccurred)
- {
- //utilize Hit.GetActor() to know who was hit
- }
-
-
The enum is not particularly C++ friendly, here's the whole enum, probably better to use this particular function in BP or write your own version in C++.
EngineTypes.h
- UENUM(BlueprintType)
- enum EObjectTypeQuery
- {
- ObjectTypeQuery1 UMETA(Hidden),
- ObjectTypeQuery2 UMETA(Hidden),
- ObjectTypeQuery3 UMETA(Hidden),
- ObjectTypeQuery4 UMETA(Hidden),
- ObjectTypeQuery5 UMETA(Hidden),
- ObjectTypeQuery6 UMETA(Hidden),
- ObjectTypeQuery7 UMETA(Hidden),
- ObjectTypeQuery8 UMETA(Hidden),
- ObjectTypeQuery9 UMETA(Hidden),
- ObjectTypeQuery10 UMETA(Hidden),
- ObjectTypeQuery11 UMETA(Hidden),
- ObjectTypeQuery12 UMETA(Hidden),
- ObjectTypeQuery13 UMETA(Hidden),
- ObjectTypeQuery14 UMETA(Hidden),
- ObjectTypeQuery15 UMETA(Hidden),
- ObjectTypeQuery16 UMETA(Hidden),
- ObjectTypeQuery17 UMETA(Hidden),
- ObjectTypeQuery18 UMETA(Hidden),
- ObjectTypeQuery19 UMETA(Hidden),
- ObjectTypeQuery20 UMETA(Hidden),
- ObjectTypeQuery21 UMETA(Hidden),
- ObjectTypeQuery22 UMETA(Hidden),
- ObjectTypeQuery23 UMETA(Hidden),
- ObjectTypeQuery24 UMETA(Hidden),
- ObjectTypeQuery25 UMETA(Hidden),
- ObjectTypeQuery26 UMETA(Hidden),
- ObjectTypeQuery27 UMETA(Hidden),
- ObjectTypeQuery28 UMETA(Hidden),
- ObjectTypeQuery29 UMETA(Hidden),
- ObjectTypeQuery30 UMETA(Hidden),
- ObjectTypeQuery31 UMETA(Hidden),
- ObjectTypeQuery32 UMETA(Hidden),
-
- ObjectTypeQuery_MAX UMETA(Hidden)
- };
https://answers.unrealengine.com/questions/252257/gethitresultundercursorforobjects-array.html
반응형
'게임엔진(GameEngine) > Unreal4' 카테고리의 다른 글
FSocket 소켓 만들어 네트웍 연결 하기 (0) | 2016.07.04 |
---|---|
마티네에서 이벤트 트렉이 발동 되지 않을 때 체크해봐야 하는 것? (0) | 2016.07.01 |
Event End Play / Event Destroyed 이 둘의 차이점을 보던 중 폐기 예정중 이라는 소식 (0) | 2016.06.22 |
실행도중 레벨 열기 Level streaming (0) | 2016.06.22 |
Pure 함수 Impure 함수 (const function) (0) | 2016.06.10 |