// Copyright Epic Games, Inc. All Rights Reserved. void QuerySceneDepthGPU_{ParameterName}(in float3 In_SamplePos, out float Out_SceneDepth, out float3 Out_CameraPosWorld, out bool Out_IsInsideView, out float3 Out_WorldPos, out float3 Out_WorldNormal) { NDICollisionQuery_QuerySceneDepthGPU(In_SamplePos, GetEngineOwnerLWCTile(), Out_SceneDepth, Out_CameraPosWorld, Out_IsInsideView, Out_WorldPos, Out_WorldNormal); } void QueryScenePartialDepthGPU_{ParameterName}(in float3 In_SamplePos, out float Out_SceneDepth, out float3 Out_CameraPosWorld, out bool Out_IsInsideView, out float3 Out_WorldPos, out float3 Out_WorldNormal) { NDICollisionQuery_QueryScenePartialDepthGPU(In_SamplePos, GetEngineOwnerLWCTile(), Out_SceneDepth, Out_CameraPosWorld, Out_IsInsideView, Out_WorldPos, Out_WorldNormal); } void QueryCustomDepthGPU_{ParameterName}(in float3 In_SamplePos, out float Out_SceneDepth, out float3 Out_CameraPosWorld, out bool Out_IsInsideView, out float3 Out_WorldPos, out float3 Out_WorldNormal) { NDICollisionQuery_QueryCustomDepthGPU(In_SamplePos, GetEngineOwnerLWCTile(), Out_SceneDepth, Out_CameraPosWorld, Out_IsInsideView, Out_WorldPos, Out_WorldNormal); } void QueryMeshDistanceFieldGPU_{ParameterName}(in float3 In_SamplePos, out float Out_DistanceToNearestSurface, out float3 Out_FieldGradient, out bool Out_IsDistanceFieldValid) { NDICollisionQuery_QueryMeshDistanceFieldGPU(In_SamplePos, GetEngineOwnerLWCTile(), Out_DistanceToNearestSurface, Out_FieldGradient, Out_IsDistanceFieldValid); } // DEPRECATE_BEGIN void IssueAsyncRayTraceGpu_{ParameterName}_UEImpureCall(int In_QueryID, float3 In_TraceStart, float3 In_TraceEnd, int In_TraceChannel, out bool Out_IsQueryValid) { Out_IsQueryValid = false; } void ReserveRayTraceIndex_{ParameterName}_UEImpureCall(int In_TraceCount, out int Out_StartQueryID, out bool Out_IndicesValid) { Out_StartQueryID = -1; Out_IndicesValid = false; } void CreateAsyncRayTraceGpu_{ParameterName}_UEImpureCall(float3 In_TraceStart, float3 In_TraceEnd, int In_TraceChannel, out int Out_QueryID, out bool Out_IsQueryValid) { Out_QueryID = -1; Out_IsQueryValid = false; } void ReadAsyncRayTraceGpu_{ParameterName}(int In_PreviousFrameQueryID, out bool Out_CollisionValid, out float Out_CollisionDistance, out float3 Out_CollisionPosWorld, out float3 Out_CollisionNormal) { Out_CollisionDistance = 0.0f; Out_CollisionPosWorld = float3(0.0f, 0.0f, 0.0f); Out_CollisionNormal = float3(0.0f, 0.0f, 0.0f); Out_CollisionValid = false; } // DEPRECATE_END