Are you adding the actor doing the trace to the ignored actors on your FCollisionQueryParams?
It’s possible you’re always hitting this actor depending on where you start the trace from.
I’ve been trying to code a wall climbing system, using LineTraceSingleByChannel() to detect when the player is at a certain distance from a surface. But for some reason, the OutHit.bBlockingHit always returns true, even when nothing is hitting the raycast. Do I need to initialize or reset the OutHit at any point to make this work?
I added it, and it worked. Thank you so much! I was wondering if you also knew any place that had some detailed documentation on the engine and it’s features (hopefully focused on the C++ perspective). The official docs really let me down sometimes (including this time).