So I made a custom channel called interactable, and in blueprint it seems to trace just fine, and return true when collided with. However doing so in C++ does not allow for it to be checked. Here’s my code, blueprint that works, and proof of the channel DeafaultEngine.ini refers to it as (2).
I also had it as just ECC_GameTraceChannel2 before without the ECollisionChannel:: prefix. and I’ve checked it with ECC_Pawn and ECC_WorldStatic, which worked just fine. Please any ideas help. I’m banging my head against a wall at this point.