Can I get all components within a sphere without doing a sphere multi trace?

I have a top down game with a character aiming a grenade at a wall, that is made out of multiple tile sized components. The Impact location and range of the grenade is visualized with a transluscent sphere, that moves under the mouse cursor while aiming and I would like all of the wall components that intersect the aiming sphere to change their color while being intersected (via bpi). I tried to get that working with the set world location sweep, but it never worked. I got it to do what I wanted with the multi sphere trace inside the sphere, which is great, buuuut does that mean sweeping for multiple targets is useless/doesn’t work? Because I wanna do a conical attack later and I wouldn’t know how to do that without a sweep.

An object is inside a sphere if its distance is less than the radius from the sphere origin

I don’t know if that’s any help.

What’s wrong with a multi-sphere trace with the same start and end location?

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First of all that is a very interesting approach to my problem. Thank you very much for that.

Secondly i dont really have a problem with the sphere trace, just with the fact that, if I need it for this problem, then I’ll need to figure out a workaround for my next problem (doing something similar-ish with a cone) and I had hoped, that I could figure that out before getting there.

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YOu can use the modelling tools to make a cone ( I think ), and finalize it as a collision volume. You can put it in a BP, and use the ‘component overlap components’ node to find the intersecting tiles?

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