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Using OverlapMulti tests

I'm trying to use OverlapMulti to build a cover system, but I have a couple of question/issues with using it.

For reference, here's my code as it currently stands: GetWorld()->OverlapMulti(overlaps, GetActorLocation(), FQuat::Identity, ECollisionChannel::ECC_WorldStatic, FCollisionShape::MakeSphere(100), FCollisionQueryParams(false));

for (int32 a = 0; a < overlaps.Num(); a++) { UBrushComponent *brush = NULL;

 brush = static_cast<UBrushComponent*>(overlaps[a].Component.Get());

 if (brush == 0)
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("component is not a brush"));
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("component is a brush"));


  • Despite using a CollisionChannel of WorldStatic, this returns the character. Should it not only return static objects?

  • The cast to UBrushComponent always returns an object, even if the object in question is not a brush and is actually (for example) a static mesh. How can I work out what it actually is that was hit?

  • How do I go from there, to having the hit location or the closest point on the object to the player?


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asked Mar 25 '14 at 09:04 PM in C++ Programming

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