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Expose SphereOverlapCone to blueprints
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Source/StevesUEHelpers/Private/StevesBPL.cpp
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Source/StevesUEHelpers/Private/StevesBPL.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "StevesBPL.h"
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Source/StevesUEHelpers/Public/StevesBPL.h
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Source/StevesUEHelpers/Public/StevesBPL.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "StevesMathHelpers.h"
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#include "StevesBPL.generated.h"
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/**
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* Blueprint library exposing various things in a Blueprint-friendly way e.g. using by-value FVectors so they can
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* be entered directly if required, rather than const& as in C++
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*/
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UCLASS()
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class STEVESUEHELPERS_API UStevesBPL : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/**
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* Return whether a sphere overlaps a cone
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* @param ConeOrigin Origin of the cone
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* @param ConeDir Direction of the cone, must be normalised
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* @param ConeHalfAngle Half-angle of the cone, in radians
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* @param Distance Length of the cone
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* @param SphereCentre Centre of the sphere
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* @param SphereRadius Radius of the sphere
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* @return True if the sphere overlaps the cone
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*/
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UFUNCTION(BlueprintCallable, Category="StevesUEHelpers|Math")
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static bool SphereOverlapCone(FVector ConeOrigin, FVector ConeDir, float ConeHalfAngle, float Distance, FVector SphereCentre, float SphereRadius)
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{
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return StevesMathHelpers::SphereOverlapCone(ConeOrigin, ConeDir, ConeHalfAngle, Distance, SphereCentre, SphereRadius);
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}
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};
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