Can a line trace detect a non-existant, theoretical plane?

Hi all,

Is there any way to detect if a line trace crosses a specified plane (by specified I mean it’s coordinates are specified) without having to actually have an invisible plane actor in the world? So, say would it be possible to detect the coordinates at which a line trace crosses the X=10 plane without spawning in an invisible plane at that location and doing a line trace for it?

Thanks, and if this was too badly explained please ask and I will try to explain it better.

There’s something called Line Plane Intersection (Origin & Normal). It creates a virtual plane and returns Intersection vector. The T on the node returns the distance, I think - it’s not documented (it wasn’t when I looked it up years ago) so not 100% sure, from the top of my head.

One thing I would add is that sometimes people get stuck on how to properly build the plane struct. Easiest way is to use the MakePlaneFromPointAndNormal node.


Thank you both for this, this is just what I was looking for. I already went ahead yesterday and made something with an invisible plane that ignored all collision and trace channels except a custom trace channel I made, and I used that channel in my line trace. Is this really bad for performance ect? Should I go back and replace that code with the LinePlaneIntersection node or not bother as they are both doing a similar thing? Thanks

I meant this, so you do not need to build a plane, it’s infinite:


edit: i guess it would be identical in the end.

I’d say stick with what you have, you can always go back and refactor later. Somehow I doubt an extra line trace ticking in the background will have any impact on the overall performance.

Thanks for the advice, I’ll go with that