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); } } }
void FCollisionQueryParams::AddIgnoredActors(const TArray<AActor*>& InIgnoreActors) { for (int32 Idx = 0; Idx < InIgnoreActors.Num(); ++Idx) { if (AActor const* const A = InIgnoreActors[Idx]) { AddIgnoredActor(A); } } }
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(); } }