/// <summary> /// Sweeps a vertical trace to find the floor for the capsule at the given location. Will attempt to perch if ShouldComputePerchResult() returns true for the downward sweep result. /// No floor will be found if collision is disabled on the capsule! /// @param CapsuleLocation Location where the capsule sweep should originate /// @param FloorResult Result of the floor check /// </summary> public extern void K2_FindFloor(FVector CapsuleLocation, out FFindFloorResult FloorResult);
/// <summary> /// Compute distance to the floor from bottom sphere of capsule and store the result in FloorResult. /// This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, or distance from the bottom of the capsule in the case of a line trace. /// This function does not care if collision is disabled on the capsule (unlike FindFloor). /// @param CapsuleLocation Location where the capsule sweep should originate /// @param LineDistance If non-zero, max distance to test for a simple line check from the capsule base. Used only if the sweep test fails to find a walkable floor, and only returns a valid result if the impact normal is a walkable normal. /// @param SweepDistance If non-zero, max distance to use when sweeping a capsule downwards for the test. MUST be greater than or equal to the line distance. /// @param SweepRadius The radius to use for sweep tests. Should be <= capsule radius. /// @param FloorResult Result of the floor check /// </summary> public extern void K2_ComputeFloorDist(FVector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FFindFloorResult FloorResult);
extern static void K2_ComputeFloorDist(IntPtr _this, ref FVector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FFindFloorResult FloorResult);
/// <summary> /// Sweeps a vertical trace to find the floor for the capsule at the given location. Will attempt to perch if ShouldComputePerchResult() returns true for the downward sweep result. /// No floor will be found if collision is disabled on the capsule! /// @param CapsuleLocation Location where the capsule sweep should originate /// @param FloorResult Result of the floor check /// </summary> public void K2_FindFloor(FVector CapsuleLocation, out FFindFloorResult FloorResult) { CheckIsValid(); K2_FindFloor(_this.Get(), ref CapsuleLocation, out FloorResult); }
extern static void K2_FindFloor(IntPtr _this, ref FVector CapsuleLocation, out FFindFloorResult FloorResult);
/// <summary> /// Compute distance to the floor from bottom sphere of capsule and store the result in FloorResult. /// This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, or distance from the bottom of the capsule in the case of a line trace. /// This function does not care if collision is disabled on the capsule (unlike FindFloor). /// @param CapsuleLocation Location where the capsule sweep should originate /// @param LineDistance If non-zero, max distance to test for a simple line check from the capsule base. Used only if the sweep test fails to find a walkable floor, and only returns a valid result if the impact normal is a walkable normal. /// @param SweepDistance If non-zero, max distance to use when sweeping a capsule downwards for the test. MUST be greater than or equal to the line distance. /// @param SweepRadius The radius to use for sweep tests. Should be <= capsule radius. /// @param FloorResult Result of the floor check /// </summary> public void K2_ComputeFloorDist(FVector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FFindFloorResult FloorResult) { CheckIsValid(); K2_ComputeFloorDist(_this.Get(), ref CapsuleLocation, LineDistance, SweepDistance, SweepRadius, out FloorResult); }