Learn how to perform flexible and performant cone-shaped traces in Unreal Engine 5!
https://dev.epicgames.com/community/learning/tutorials/pBv0/how-to-perform-cone-shaped-traces-in-unreal-engine
Thank you so much. This really helps me a lote.
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Thank you so much !
This is exactly what I was desperately looking for.
In my case it was for a horizontal sweep attack for a topdown game (vampire survivor but 3d), and the area of effect can scale with stats, so it is difficult to handle with collision box.
One minor change that I have made is adding a new boolean parameter bCanHitBeyondCone
And if it is checked, we can hit beyond the cone distance (LengthAtAngle)
if (!bCanHitBeyondCone)
{
const double Distance = (HitResult.ImpactPoint - Start).Length();
// Hypotenuse = adjacent / cos(theta)
const double LengthAtAngle = ConeHeight / cos(DeltaAngle);
// Hit is beyond the cone. This can happen because we sweep with spheres, which results in a cap at the end of the sweep.
if (Distance > LengthAtAngle)
{
continue;
}
}
It is because my case/attack is more a half-circle than a true cone.
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