+ // If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown.
+ // If the touch moves after another actor has been touched so that the current actor is hit, it should behave as if it didn't hit.
+ if(actor.CapturesAllTouchAfterStart() && point.GetState() != PointState::STARTED)
+ {
+ haveHitActor = false;
+ }
+
+ // If the hit actor does not want to hit, the hit-test continues.
+ if(haveHitActor && hitCheck.ActorRequiresHitResultCheck(&actor, point, hitPointLocal, eventTime))