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Indie Game and Open Source Developer 🖥🎮
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FCollisionShape BoxCollision = FCollisionShape::MakeBox(SweepExtent);
GetWorld()->SweepSingleByChannel(HitResult, WorldCenter, WorldCenter, QuatRotation, ECC_WorldStatic, BoxCollision, QueryParams);
FVector WorldCenter = Mesh->GetComponentLocation(); // Get the center of the mesh
FVector SweepExtent = Mesh->GetStaticMesh()->GetBounds().BoxExtent; // Get the extent of the mesh
FCollisionShape BoxCollision = FCollisionShape::MakeBox(SweepExtent);
GetWorld()->SweepSingleByChannel(HitResult, WorldCenter, WorldCenter, FRotator(), ECC_WorldStatic, BoxCollision, QueryParams);
DrawDebugBox(GetWorld(), WorldCenter, SweepExtent, FRotator(), FColor::Red, false, 2.0f); // Draw a debug box around the mesh
FVector WorldCenter = Mesh->GetComponentLocation(); // Get the center of the mesh
FVector SweepExtent = Mesh->GetStaticMesh()->GetBounds().BoxExtent; // Get the extent of the mesh
FRotator ActorRotation = Mesh->GetComponentRotation(); // Get the rotation of the mesh
FQuat QuatRotation = FQuat(ActorRotation); // Convert the rotation to a quaternion
FCollisionShape BoxCollision = FCollisionShape::MakeBox(SweepExtent);
GetWorld()->SweepSingleByChannel(HitResult, WorldCenter, WorldCenter, QuatRotation, ECC_WorldStatic, BoxCollision, QueryParams);
SweepExtent += FVector(5.0f, 5.0f, 5.0f); // Add a little extra to the extent
FHitResult HitResult;
FVector WorldCenter = Mesh->GetComponentLocation(); // Get the center of the meshFVector
SweepExtent = Mesh->GetStaticMesh()->GetBounds().BoxExtent; // Get the extent of the meshFRotator
ActorRotation = Mesh->GetComponentRotation(); // Get the rotation of the meshFQuat
QuatRotation = FQuat(ActorRotation); // Convert the rotation to a quaternion
SweepExtent += FVector(5.0f, 5.0f, 5.0f); // Add a little extra to the extent
FCollisionQueryParams QueryParams;