I’m trying to destroy an actor when it is shot, and I have compiled a blueprint that would allow me to kill an actor by line trace. However, if I want to destroy another actor, I would have to create another line trace, which is a tedious process. How can I simplify this so that I would only have to line trace by channel once?
Use Multi Line Trace, unlike normal trace it will continue searching actors in line after finding one until define range ends, it return array of hit results which you can use with “For Each” node to effect multiple actors
Awesome tip! But since I’m pretty new to Ue4, can you please help me out with the blueprint?
In my case when I shoot a certain cube, it despawns because the line trace executed the “Despawn” command, but when I shoot another object, I have to create another line trace for that object, because the first line trace can only execute once (it’s hard to explain, but the white pentagon can only go into another pentagon once). How could I use the multi line trace in this situation?
Below, I’ve attached screenshots of my blueprint if it helps:
Awesome tip! But since I’m pretty new to Ue4, can you please help me out with the blueprint?
In my case when I shoot a certain cube, it despawns because the line trace executed the “Despawn” command, but when I shoot another object, I have to create another line trace for that object, because the first line trace can only execute once (it’s hard to explain, but the white pentagon can only go into another pentagon once). How could I use the multi line trace in this situation?
Below, I’ve attached screenshots of my blueprint if it helps:
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screen shot 2016-04-21 at 4.59.12 pm.png (278.3 kB)
screen shot 2016-04-21 at 4.58.43 pm.png (108.5 kB)