Looking for the proper way to simulate blueprint’s BoxTaceByChannel “draw debug” functionality.
Never had to do this before because generally drawing a small sphere at the hit location is good enough. But that’s not really how the trace works…
DrawDebugBox can work, ofc, but do I really have to manually do the math for it?
The impact point of the trace can be anywhere within the box extent, so I have to dump the X/Y of the hit result and just use it’s Z to display the correct position.
It’s no big deal really, but because BP has it so much easier I think I have always just done this wrong?