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Sweep Hit

The results of a sweep query. See entity.FindSweepHits(). We will get one sweep_hit for each intersection of any volume in SourceVolumes with any other volume.

Verse using statement using { /Verse.org/SceneGraph }

Members

This struct has data members, but no functions.

Data

Data Member Name Type Description
SourceComponent ?component The source component and volume (query input). For compound inputs (like an entity hierarchy) this will be a component/volume in that hierarchy. The SourceGlobalTransform is the transform of SourceVolume at the start of the sweep. For single volume inputs like a sphere, the volume and transform are just the inputs to the sweep, and the component is false.
SourceVolume collision_volume The source volume (query input).
SourceStartGlobalTransform transform The source volume transform at the start of the sweep.
SourceHitTranslation vector3 The world-space translation (relative to SourceStartGlobalTransform) of SourceVolume when it touches TargetVolume.
SourceHitDistance float The Distance along the sweep at which SourceVolume touches TargetVolume.
TargetComponent component The component that was hit by SourceVolume.
TargetVolume collision_element The volume that was hit by SourceVolume.
ContactPosition vector3 The point of contact between SourceVolume and TargetVolume.
ContactNormal vector3 The normal on TargetVolume at the HitPosition.
ContactFaceNormal vector3 If TargetVolume is a polygonal object (mesh, convex hull, etc.) and the contact point is on an edge or vertex, this is the most-opposing face normal of the faces that share that edge or vertex. Otherwise it is the same as HitNormal.
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Epic Games documentation

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Last updated 2026-02-10T23:25:48.758420+00:00

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