Get the room size for echo

Hi, I’m creating an echo system and want to get the room size (0 - no echo, 100 - maximum echo). I have a line tracing calculator where I draw 5 lines along the sides: forward, backward, up, down, left, and right. On a test map and with one large symmetrical room, this works more or less fine, but if I do this on the main map with other shapes, everything behaves strangely and incorrectly. I’m wondering how to do this correctly. Maybe try using eqs?

///

Привет, я создаю систему эха и хочу получить переменную размер комнаты (0 — нет эха, 100 — максимальное эхо). У меня есть калькулятор трассировки линий, где я рисую 5 линий вдоль сторон: вперед, назад, вверх, вниз, влево и вправо и это плюсую. На тестовой карте с одной большой симметричной комнатой это работает более-менее нормально, но если я делаю это на основной карте с другими необычными формами, все ведет себя странно и некорректно. Я хотел бы узнать, как это сделать правильно. Может быть, попробовать использовать eqs?

My first guess would be that your test room has the right collision settings and the main level does not. Make sure you are using Trace Complex in order to avoid the need for collision primitives on meshes. Then make sure that your meshes have the right collision settings that the the line trace is looking for.

The problem is that I have a tunnel that curved, and the impact tracing occurs too early against the curved wall. How do I get the correct room size? And UE5 Possible make my custom cfg files to read data like data asset, but config file, in content/gamedata/configs/testweapon.cfg?

Accurately getting the volume of a complex tunnel based on a few line traces will be tough.

You could try getting all the actors that make up the room into an array and using the “Get Actor Array Bounds” function. If your room was perfectly square and lined up with X and Y, this would get you the exact volume of the room. The more complex the room the less accurate it will be, since it will give you the largest dimensions based on the farthest vertices. But it might be close enough for what you want.

Ok, im try later to come up with something myself