Performing a Sweep Test using Bullet Physics?

Hi Friends!

I’m working on a project where it would be very helpful to be able to perform a collision sweep test with TD. I was able to do this simply with Unreal C++ but I’d rather not incur the technical debt involved in bringing another application into the workflow.

I poked at https://github.com/kripken/bullet but from this demo it looks like I need access to a pointer to btCollisionWorld. I noticed that the ActorCOMP implements computesBounds so in theory it would be possible to write some sort of custom thing. I’m curious if anybody has done so and would be willing offer some pointers.

thanks in advance
-d