How to correctly Drawing Debug Capsule for Sweep Trace?

I’m trying to Visualize the SweepMultiByObjectType trace which i have used for raycasting, i want to see the trace visually on screen. Now here is the code i’m using for the tracing part.

       FCollisionQueryParams CollisionQueryParams;
		FCollisionObjectQueryParams ObjectQueryParams;
		FCollisionShape CollisionShape;
		TArray<FHitResult> HitResults;
	
		
		CollisionQueryParams.AddIgnoredActor(Player);
		CollisionQueryParams.bTraceComplex = true;

		ObjectQueryParams.AddObjectTypesToQuery(ECollisionChannel::ECC_WorldDynamic);

		CollisionShape.MakeCapsule(30.f, 90.f);

		
		//StartLocation is camera view point here.
		bool bSucceed = GetWorld()->SweepMultiByObjectType(HitResults, DesiredArmLocation, Player->GetActorLocation(), FQuat::Identity, ObjectQueryParams,
			CollisionShape, CollisionQueryParams);

now how can i draw the capsule shape that i have used in this trace?
it seems problematic to draw the capsule i have used in the trace. how can i accurately draw my trace on screen?

Hi you can use the UKismetSystemLibrary::CapsuleTraceMultiForObjects.

1 Like

thanks it was helpful.