How to sweep by scaling a sphere?

Depending on your need, just do it with a sphere that you shrink at runtime, is not visible, and correctly interacts with the proper collision channels.

Its easier than running the dedicated trace channel, even if it needs a bit more coding to define what it is you hit and keep track of it.

Best part, if you make it into its own blueprint you can attach it to anything as a child actor and it will just work/do its thing.

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