how would i make an interpolated raycast, to follow a weapon swing?

Here is a reference of what I wish to achieve:

A raycast happens within a frame so you can’t really ‘interpolate’ it, it looks like the reference video is simply doing a raycast along the length of the blade each frame of the animation.

Here is how this is done:

You will want to set the bool to true when you start attacking and false when the animation is done. Place Blade Base where you want the trace to start and Tip where you want the trace to end. The ‘Attack’ event needs to be running on tick.

Let me know if you have any other questions.

But how would I make it?

Honestly it doesn’t seem like a very efficient way of detecting hits with a blade to me. You could do the same thing with collision and overlap events. Is there a special use case you have in mind?

I was thinking of creating parts cleaner systems along the raycasts

Edited my answer to include this as well.

Did that help?

Yes, they are static mesh components of the blueprint. They don’t have any meshes assigned to them though and are just used for their locations.

Yes it did, I haven’t tried it yet as I haven’t been on my PC yet, oh and are the Blade Base and BladeTip component points in the view port of the object?

my weapon is a child of my BP_BaseWeapon class, this is means I cannot reference the base/tip in the BP_baseWeapon, where the code for the attacking takes place