In my game, I have ray casting set up using the single channel trace. I’ll be using this for casting actual rays as spells. Since rays obviously have no volume, this is pinpoint accurate for hitting enemies. While this technically works, being pinpoint accurate is not as user friendly as I would like. I’m looking for a way to do the equivalent of ray casting, but as an elongated box to give the player a little more leeway with aiming and hitting enemies (like a really fat ray). If I simply had a box for collision jutting out from the player, that would either block everything it hit (definitely not desirable) or I could overlap, but collision checks wouldn’t go “out” in a direction like a ray cast does and wouldn’t stop when it first hits something. Does anyone know of a way I could go about getting the effect I’m looking for? Thank you.
P.S. I write everything in C++ and I don’t use blueprints.