Esempio n. 1
0
void FCollisionQueryParams::AddIgnoredActors(const TArray<TWeakObjectPtr<AActor> >& InIgnoreActors)
{
	for (int32 Idx = 0; Idx < InIgnoreActors.Num(); ++Idx)
	{
		if (AActor const* const A = InIgnoreActors[Idx].Get())
		{
			AddIgnoredActor(A);
		}
	}
}
Esempio n. 2
0
void FCollisionQueryParams::AddIgnoredActors(const TArray<AActor*>& InIgnoreActors)
{
	for (int32 Idx = 0; Idx < InIgnoreActors.Num(); ++Idx)
	{
		if (AActor const* const A = InIgnoreActors[Idx])
		{
			AddIgnoredActor(A);
		}
	}
}
Esempio n. 3
0
FCollisionQueryParams::FCollisionQueryParams(FName InTraceTag, bool bInTraceComplex, const AActor* InIgnoreActor)
{
	bTraceComplex = bInTraceComplex;
	TraceTag = InTraceTag;
	bTraceAsyncScene = false;
	bFindInitialOverlaps = true;
	bReturnFaceIndex = false;
	bReturnPhysicalMaterial = false;

	AddIgnoredActor(InIgnoreActor);
	if (InIgnoreActor != NULL)
	{
		OwnerTag = InIgnoreActor->GetFName();
	}
}