Hello everyone, I need a little help. I am using 4 traces in my game. Two of them start from my main character. One trace simply moves forward from my character and hits the side of a surface. The other trace moves down at a 90 float height, 120 float distance in the negative Z direction, hitting the top of a surface. So, I get hits from two surfaces of an object (Top and Side). Now, I’m creating new traces from these hit locations and I want to get the location where these hits intersect. However, I can’t get a hit result when the traces intersect. Does anyone know a solution for this? Or is there another way to do this? My main goal is to get the corner location of a box in the scene based on the direction I’m looking in the game.
Yes, there isn’t a hit result for that. They can’t detect each other. You’d need to use the intersection point math formula by using those 4 locations (the hit start & end for each trace)
Guys I found a very simple solution. I deleted the extra two traces it created later. Now, I can get the location of the tip using only the initial two traces it created. I created a vector for each trace, naming them “side vector” and “top vector.” Then, I connected the impact point from the hit result to these vectors. After that, I linked the coordinates I needed to a separate vector (taking only the Z from the top trace and X and Y from the side trace). This way, I obtained the coordinates of the three corners. For testing, I simply connected the coordinates I got to the draw debug point.

