Hey im just a little confused on how I should calculate my characters direction for my trace. I have a third person character im just wondering how my trace can always be in the front of the player. I want to calculate EndVector for the trace any ideas?
Thank You
get the rotation of the pawn, and convert to a vector, that will give you the direction.
At the end, it would be like this:
FVector testStartFVector = this->GetActorLocation() ; //directly from the center of the character.
FVector testEndFVector = testStartFVector + this->GetActorRotation().Vector() * TraceDistance;
Trace distance would be a float variable to control how far you want the trace to go.