As title, I use the UFO from content example(migrate from older version), tested with original trace node delete and replaced with a new one.
If I set the trace distance too short, it will even block possession, trace happen on tick line, so after spawn and before possession, it will block further calls.(thus empty screen except sky dome)
I also test single line one, same deal. I don’t know about other trace nodes, but since trace is getting used a lot, you guys better fix it soon.
Note: project is created from 4.0.2 blank blueprint, so as all other assets, as long as trace hit something it works fine.
I dig a little big and end up in PhysXCollision.cpp where it call raycastSingle()
So I can’t continue to see where is the actual problem. It could be that in new API this call never returns when hits nothing.
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