virtual [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetHitResultFromLaserPointer ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OptionalListOfIgnoredActors, const bool bIgnoreGizmos, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > * ObjectsInFrontOfGizmo, const bool bEvenIfBlocked, const float LaserLengthOverride )