diff --git a/Source/Engine/Navigation/NavMeshRuntime.h b/Source/Engine/Navigation/NavMeshRuntime.h
index 1ca6607b9..9e1165196 100644
--- a/Source/Engine/Navigation/NavMeshRuntime.h
+++ b/Source/Engine/Navigation/NavMeshRuntime.h
@@ -111,7 +111,7 @@ public:
/// The start position.
/// The result hit information. Valid only when query succeed.
/// The maximum distance to search for wall (search radius).
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() bool FindDistanceToWall(const Vector3& startPosition, NavMeshHit& hitInfo, float maxDistance = MAX_float) const;
///
@@ -187,7 +187,7 @@ public:
/// The start position.
/// The end position.
/// The result hit information. Valid only when query succeed.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo) const;
public:
diff --git a/Source/Engine/Navigation/Navigation.h b/Source/Engine/Navigation/Navigation.h
index 4d8b181e7..434817ca1 100644
--- a/Source/Engine/Navigation/Navigation.h
+++ b/Source/Engine/Navigation/Navigation.h
@@ -19,7 +19,7 @@ public:
/// The start position.
/// The result hit information. Valid only when query succeed.
/// The maximum distance to search for wall (search radius).
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() static bool FindDistanceToWall(const Vector3& startPosition, API_PARAM(Out) NavMeshHit& hitInfo, float maxDistance = MAX_float);
///
@@ -81,7 +81,7 @@ public:
/// The start position.
/// The end position.
/// The result hit information. Valid only when query succeed.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() static bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo);
public:
diff --git a/Source/Engine/Physics/Physics.h b/Source/Engine/Physics/Physics.h
index 2fc116020..85cd5e77b 100644
--- a/Source/Engine/Physics/Physics.h
+++ b/Source/Engine/Physics/Physics.h
@@ -102,7 +102,7 @@ public:
/// The end position of the line.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -113,18 +113,18 @@ public:
/// The result hit information. Valid only when method returns true.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
//
- /// Performs a line between two points in the scene, returns all hitpoints infos.
+ /// Performs a line between two points in the scene, returns all hit points info.
///
/// The origin of the ray.
/// The end position of the line.
/// The result hits. Valid only when method returns true.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() static bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -135,7 +135,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() static bool RayCast(const Vector3& origin, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -147,7 +147,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() static bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -159,7 +159,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() static bool RayCastAll(const Vector3& origin, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -172,7 +172,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if box hits an matching object, otherwise false.
+ /// True if box hits a matching object, otherwise false.
API_FUNCTION() static bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -186,7 +186,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if box hits an matching object, otherwise false.
+ /// True if box hits a matching object, otherwise false.
API_FUNCTION() static bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -200,7 +200,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if box hits an matching object, otherwise false.
+ /// True if box hits a matching object, otherwise false.
API_FUNCTION() static bool BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -212,7 +212,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if sphere hits an matching object, otherwise false.
+ /// True if sphere hits a matching object, otherwise false.
API_FUNCTION() static bool SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -225,7 +225,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if sphere hits an matching object, otherwise false.
+ /// True if sphere hits a matching object, otherwise false.
API_FUNCTION() static bool SphereCast(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -238,7 +238,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if sphere hits an matching object, otherwise false.
+ /// True if sphere hits a matching object, otherwise false.
API_FUNCTION() static bool SphereCastAll(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -252,7 +252,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if capsule hits an matching object, otherwise false.
+ /// True if capsule hits a matching object, otherwise false.
API_FUNCTION() static bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -267,7 +267,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if capsule hits an matching object, otherwise false.
+ /// True if capsule hits a matching object, otherwise false.
API_FUNCTION() static bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -282,7 +282,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if capsule hits an matching object, otherwise false.
+ /// True if capsule hits a matching object, otherwise false.
API_FUNCTION() static bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -296,7 +296,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if convex mesh hits an matching object, otherwise false.
+ /// True if convex mesh hits a matching object, otherwise false.
API_FUNCTION() static bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -311,7 +311,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if convex mesh hits an matching object, otherwise false.
+ /// True if convex mesh hits a matching object, otherwise false.
API_FUNCTION() static bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -326,7 +326,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if convex mesh hits an matching object, otherwise false.
+ /// True if convex mesh hits a matching object, otherwise false.
API_FUNCTION() static bool ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -375,7 +375,7 @@ public:
API_FUNCTION() static bool CheckConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given box.
+ /// Finds all colliders touching or inside the given box.
///
/// The box center.
/// The half size of the box in each direction.
@@ -387,7 +387,7 @@ public:
API_FUNCTION() static bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given sphere.
+ /// Finds all colliders touching or inside the given sphere.
///
/// The sphere center.
/// The radius of the sphere.
@@ -398,7 +398,7 @@ public:
API_FUNCTION() static bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given capsule.
+ /// Finds all colliders touching or inside the given capsule.
///
/// The capsule center.
/// The radius of the capsule.
@@ -411,7 +411,7 @@ public:
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given convex mesh.
+ /// Finds all colliders touching or inside the given convex mesh.
///
/// The convex mesh center.
/// Collision data of the convex mesh.
@@ -424,7 +424,7 @@ public:
API_FUNCTION() static bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given box.
+ /// Finds all colliders touching or inside the given box.
///
/// The box center.
/// The half size of the box in each direction.
@@ -436,7 +436,7 @@ public:
API_FUNCTION() static bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given sphere.
+ /// Finds all colliders touching or inside the given sphere.
///
/// The sphere center.
/// The radius of the sphere.
@@ -447,7 +447,7 @@ public:
API_FUNCTION() static bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given capsule.
+ /// Finds all colliders touching or inside the given capsule.
///
/// The capsule center.
/// The radius of the capsule.
@@ -460,7 +460,7 @@ public:
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given convex mesh.
+ /// Finds all colliders touching or inside the given convex mesh.
///
/// The convex mesh center.
/// Collision data of the convex mesh.
diff --git a/Source/Engine/Physics/PhysicsScene.h b/Source/Engine/Physics/PhysicsScene.h
index 602e6f713..a7cb91cbe 100644
--- a/Source/Engine/Physics/PhysicsScene.h
+++ b/Source/Engine/Physics/PhysicsScene.h
@@ -140,7 +140,7 @@ public:
/// The end position of the line.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -151,18 +151,18 @@ public:
/// The result hit information. Valid only when method returns true.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
//
- /// Performs a line between two points in the scene, returns all hitpoints infos.
+ /// Performs a line between two points in the scene, returns all hit points info.
///
/// The origin of the ray.
/// The normalized direction of the ray.
/// The result hits. Valid only when method returns true.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -173,7 +173,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -185,7 +185,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -197,7 +197,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if ray hits an matching object, otherwise false.
+ /// True if ray hits a matching object, otherwise false.
API_FUNCTION() bool RayCastAll(const Vector3& origin, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -210,7 +210,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if box hits an matching object, otherwise false.
+ /// True if box hits a matching object, otherwise false.
API_FUNCTION() bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -224,7 +224,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if box hits an matching object, otherwise false.
+ /// True if box hits a matching object, otherwise false.
API_FUNCTION() bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -238,7 +238,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if box hits an matching object, otherwise false.
+ /// True if box hits a matching object, otherwise false.
API_FUNCTION() bool BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -250,7 +250,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if sphere hits an matching object, otherwise false.
+ /// True if sphere hits a matching object, otherwise false.
API_FUNCTION() bool SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -263,7 +263,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if sphere hits an matching object, otherwise false.
+ /// True if sphere hits a matching object, otherwise false.
API_FUNCTION() bool SphereCast(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -276,7 +276,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if sphere hits an matching object, otherwise false.
+ /// True if sphere hits a matching object, otherwise false.
API_FUNCTION() bool SphereCastAll(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -290,7 +290,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if capsule hits an matching object, otherwise false.
+ /// True if capsule hits a matching object, otherwise false.
API_FUNCTION() bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -305,7 +305,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if capsule hits an matching object, otherwise false.
+ /// True if capsule hits a matching object, otherwise false.
API_FUNCTION() bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -320,7 +320,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if capsule hits an matching object, otherwise false.
+ /// True if capsule hits a matching object, otherwise false.
API_FUNCTION() bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -334,7 +334,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if convex mesh hits an matching object, otherwise false.
+ /// True if convex mesh hits a matching object, otherwise false.
API_FUNCTION() bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -349,7 +349,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if convex mesh hits an matching object, otherwise false.
+ /// True if convex mesh hits a matching object, otherwise false.
API_FUNCTION() bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -364,7 +364,7 @@ public:
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
- /// True if convex mesh hits an matching object, otherwise false.
+ /// True if convex mesh hits a matching object, otherwise false.
API_FUNCTION() bool ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
@@ -413,7 +413,7 @@ public:
API_FUNCTION() bool CheckConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given box.
+ /// Finds all colliders touching or inside the given box.
///
/// The box center.
/// The half size of the box in each direction.
@@ -425,7 +425,7 @@ public:
API_FUNCTION() bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given sphere.
+ /// Finds all colliders touching or inside the given sphere.
///
/// The sphere center.
/// The radius of the sphere.
@@ -436,7 +436,7 @@ public:
API_FUNCTION() bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given capsule.
+ /// Finds all colliders touching or inside the given capsule.
///
/// The capsule center.
/// The radius of the capsule.
@@ -449,7 +449,7 @@ public:
API_FUNCTION() bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given convex mesh.
+ /// Finds all colliders touching or inside the given convex mesh.
///
/// The convex mesh center.
/// Collision data of the convex mesh.
@@ -462,7 +462,7 @@ public:
API_FUNCTION() bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given box.
+ /// Finds all colliders touching or inside the given box.
///
/// The box center.
/// The half size of the box in each direction.
@@ -474,7 +474,7 @@ public:
API_FUNCTION() bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given sphere.
+ /// Finds all colliders touching or inside the given sphere.
///
/// The sphere center.
/// The radius of the sphere.
@@ -485,7 +485,7 @@ public:
API_FUNCTION() bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given capsule.
+ /// Finds all colliders touching or inside the given capsule.
///
/// The capsule center.
/// The radius of the capsule.
@@ -498,7 +498,7 @@ public:
API_FUNCTION() bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
- /// Finds all colliders touching or inside of the given convex mesh.
+ /// Finds all colliders touching or inside the given convex mesh.
///
/// The convex mesh center.
/// Collision data of the convex mesh.