# Creating a line trace GPU raytraced compute shader 

**URL:** <https://forums.unrealengine.com/t/creating-a-line-trace-gpu-raytraced-compute-shader/2693804>\
**Category:** Architectural and Design Visualization\
**Tags:** unreal-engine, Epic-Pro-Support, question\
**Created:** [November 20, 2025, 11:19am UTC](https://forums.unrealengine.com/t/creating-a-line-trace-gpu-raytraced-compute-shader/2693804 "2025-11-20T11:19:16Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![Sam\_Lapere](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sam\_Lapere](https://forums.unrealengine.com/u/Sam_Lapere)\
**Post date:** [November 24, 2025, 4:03am UTC](https://forums.unrealengine.com/t/creating-a-line-trace-gpu-raytraced-compute-shader/2693804/3 "2025-11-24T04:03:13Z")

</div>

Hi there,

could you provide some more details on the exceptions you are seeing or alternatively could you provide a minimal repro project?

Regarding the tutorial you linked to, I’m not sure if you have seen [this thread](https://forums.unrealengine.com/t/community-tutorial-how-to-create-a-custom-ray-tracing-shader-as-a-plugin/1139396) on the Unreal dev forum, which contains some interesting discussions and might be useful to make the tutorial work.

You may be interested in looking at [inline ray tracing](https://microsoft.github.io/DirectX-Specs/d3d/Raytracing.html#inline-raytracing) , which was made available in DXR 1.1. This should simplify shader development as it doesn’t use separate shaders.

Thanks,

Sam

[Attachment Removed]

---

_[View the full topic](https://forums.unrealengine.com/t/creating-a-line-trace-gpu-raytraced-compute-shader/2693804)._
