Also true ![]()
Back in the day (Quake2 days) I would use a trace combined with projectiles if the trace failed and the weapon had a chance of doing damage beyond that distance.
The main reason for doing it that way was that Quake2 had a limit to the amount (its version of) actors before it crapped itself.
This method could be viable for a semi-realistic game, as you’d get the best of both worlds.
Simple performance friendly traces at close ranges, gravity and flight time affected projectiles at long range.
That said, projectiles in UE4 are essentially a serious of linked traces anyway, so…