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ULimenConeTraceComponent

Overview

ULimenConeTraceComponent is an actor component designed to trace a cone in the world space, checking for actors within its defined parameters. It updates a delegate when actors enter or exit the cone's volume. The component can be configured with collision channels and cone data, and it provides functionality to add actors to check and ignore during tracing.

Properties

Type

Name

Access

Description

FActorConeUpdate

OnConeCollisionUpdate

Public

A delegate that is called when an actor enters or exits the cone's volume.

TEnumAsByte<ECollisionChannel>

LineTraceCollisionChannel

EditDefaultsOnly

The collision channel used for line tracing.

FConeData

ConeData

Private

Data defining the shape and properties of the cone.

TMap<AActor*, bool>

ActorsToCheck

Private

A map of actors to check against the cone, with a boolean indicating if they are inside the cone.

FCollisionQueryParams

LineTraceQueryParams

Private

Parameters for line tracing, including ignored actors.

TArray<AActor*>

IgnoredActors

Private

Actors that should be ignored during line tracing.

Functions

Return Type

Signature

Description

void

BeginPlay()

Initializes the component and sets up initial state.

void

TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)

Ticks the component, performing cone tracing if active.

void

AddLineTraceActorToIgnore(AActor* Actor)

Adds an actor to the list of actors to ignore during line tracing.

UFUNCTION(BlueprintCallable)
void AddActorToCheck(AActor* InActor)

Adds an actor to check against the cone's volume.

virtual void

Activate(bool bReset)

Activates or deactivates the component, optionally resetting its state.

virtual void

Deactivate()

Deactivates the component and updates the delegate for all checked actors.

void

SetConeData(const FConeData& InConeData)

Sets the data defining the cone's shape and properties.

bool

IsActorInCone(const AActor* Test)

Checks if a given actor is within the cone's volume.

Usage & Implementation Notes

  • Threading Constraints: This component operates on the game thread.

  • Replication Requirements: None.

  • Memory Lifetime Management: The component manages its own memory for actors to check and ignored actors.

  • Initialization Dependencies: Depends on FConeData being set before use.

22 May 2026