# How to make a line trace ignore and go through actors/props

**URL:** <https://forums.unrealengine.com/t/how-to-make-a-line-trace-ignore-and-go-through-actors-props/682662>\
**Category:** Blueprint\
**Tags:** Raycast, unreal-engine\
**Created:** [November 2, 2022, 3:27pm UTC](https://forums.unrealengine.com/t/how-to-make-a-line-trace-ignore-and-go-through-actors-props/682662 "2022-11-02T15:27:43Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![venomtail](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@venomtail](https://forums.unrealengine.com/u/venomtail)\
**Post date:** [November 2, 2022, 3:27pm UTC](https://forums.unrealengine.com/t/how-to-make-a-line-trace-ignore-and-go-through-actors-props/682662/1 "2022-11-02T15:27:43Z")

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I have a line trace that upon hitting, makes a ball move to its location. Problem is that I am having trouble filtering out what I want the line trace to hit and what for it to go through. How do I do that?

I have tried filtering what it hits but that just makes the line trace stop tracing what it hit instead of going through the actors I want the line trace to “actors to ignore.”

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/f/8/0f8837cc9645456674e7a42dabe6d20938c04c13.png)  
As example, I have a ball that I’ve moved and now my mouse is over the barrel but the game has stopped updating its position so the ball has stopped but I want the line trace to go though the barrel and hit the Landscape below it and move the ball to it. I still need normal collisions to remain on each barrel and ball, I still want them to react to each other.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/9/6/b9625d2a830c0c1ce93dbfd70a13742adad91a04.png)

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [November 2, 2022, 3:41pm UTC](https://forums.unrealengine.com/t/how-to-make-a-line-trace-ignore-and-go-through-actors-props/682662/2 "2022-11-02T15:41:50Z")

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You’re tracing on the Visibility channel, if there’s a collision volume blocking this channel, it will block it. You can create new channels and object types, and it can get really granular.

Mandatory reading:

> **[Collision Filtering in Unreal Engine 4](https://www.unrealengine.com/en-US/blog/collision-filtering)**
>
> Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and...

> **[Add a Custom Trace Type to your Project](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/Collision/HowTo/AddCustomTraceType/)**
>
> Content guide to creating and setting up collision geometry.

> **[Add a Custom Object Type to Your Project](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/Collision/HowTo/AddCustomCollisionType/)**
>
> How To add a custom physics object channel to Unreal Engine 4.

* * *

In short, if you want the trace to ignore everything apart from the ground:

- create a new trace channel ignoring default responses
- block it for the ground
- trace on this channel
