You need to have the pivot point totally aligned with the mesh. If it’s like the FBX of the segment, the X axis of the pivot is pointing along the mesh.
You spawn the mesh at the same location you’re doing the scan from, but you need to get it pointing in the right direction. You can do that with the forward vector of the trace.
I understand what you are saying but have no idea how to blueprint that lol. Ok cool, btw so then could you also get it to cut off the mesh at the trace hit location?
Its giving this one weird mesh when I jump in the first one where V2 is set to location, but it doesnt even seem to follow any proper line trace?
Second one V2 is set to trace end, giving this one weird flickering trangle
Also in your example its on a basic blueprint not the character, but listen could you please again check how the guy adds the mesh in his tutorial. He’s using an instanced static mesh and some extra steps to get a really nice procedural mesh effect proper and its performant in his example. If you could help me convert that part for our use case that would amazing!
Dude I dont how thats working for you (aside from them randomly disappearing). I’ve copied all your blueprints exactly and turned off collision for the mesh everywhere. I dont understand whats happening?
Its like they are not even keeping shape or following the traces properly and seem to keep multiplying
I reimported the mesh, and now this is what I am getting:
And this is after increasing the set world scale, but they are not colliding, they are just going through meshes and also seem to just multiply over time:
After adding your destroy component at the end of the blueprint:
I get just one mesh (which I cant tell if is actually aligned on a trace), and its still going through meshes without any collision
After some scale tweaks, the more you move the more it multiplies and worse it gets and you can see many of the traces do not have one. They still dont collide with impact point
Ok yeah that fixed crazy multiplication issue (I changed material), buts its still pretty glitchy and doesnt always collide properly with clipping issues. Also some of the traces are missing the mesh and sometimes it doesnt fully extend till the impact point properly
Picture without any traces lines to show the bugs:
My mesh was a cone 1 unit high and 1 unit radius, so I can just scale easily. You either need to change meshes, or figure out how to get your scaling the same as the line trace.
PS: You can make the cone very easily with the new geometry tool
Ok using your cone fbx helped with facing the right way, but its still clipping through meshes and not stopping at impact point in some cases. Also, when I move backward or jump, it causes some of them to just disappear or shift randomly