Hello, I have a C++ function that ray casts a line out from the player. It then determines what kind of object was hit according to its collision channel.
I made a custom collision channel called “Door” which I apply to my door blueprint. In the door blueprint, I can open and close the hit door no problem (with timelines and such).
My question is, how can I determine what side the door was hit from so I can open the door different directions according to where the player is standing? Something like, “Side 1 hit” and “Side 2 Hit”
I noticed in C++ there is a HitResult.Location() function of type FVector Net_Quantize.I have no idea how to use this and cant find anything on NET_QUANTIZE.