// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "EnvironmentQuery/EnvQueryTypes.h" #include "EnvironmentQuery/EnvQueryTest.h" #include "EnvQueryTest_Overlap.generated.h" class AActor; struct FCollisionQueryParams; struct FCollisionShape; UCLASS(MinimalAPI) class UEnvQueryTest_Overlap : public UEnvQueryTest { GENERATED_UCLASS_BODY() /** Overlap data */ UPROPERTY(EditDefaultsOnly, Category=Overlap) FEnvOverlapData OverlapData; virtual void RunTest(FEnvQueryInstance& QueryInstance) const override; virtual FText GetDescriptionTitle() const override; virtual FText GetDescriptionDetails() const override; protected: bool RunOverlap(const FVector& ItemPos, const FCollisionShape& CollisionShape, const TArray& IgnoredActors, UWorld* World, enum ECollisionChannel Channel, const FCollisionQueryParams& Params) const; bool RunOverlapBlocking(const FVector& ItemPos, const FCollisionShape& CollisionShape, const TArray& IgnoredActors, UWorld* World, enum ECollisionChannel Channel, const FCollisionQueryParams& Params) const; };