I have an issue where I shoot a line trace at an enemy, wishing to cause a blood splatter behind them. However, instead it will often bounce off of them into a different wall. What do I do?
Projectile part 1
Projectile part 2
I have an issue where I shoot a line trace at an enemy, wishing to cause a blood splatter behind them. However, instead it will often bounce off of them into a different wall. What do I do?
Projectile part 1
Projectile part 2
Can you determine when this happens, narrow it down? Is it a specific angle?
Often too the right, but I think it’s more random than anything. There is ragdoll when the character is hit, not sure if that contributes to anything.
It does not, instead I don’t seem to get ANY line trace when I connect it to my other code
Why not just do a line trace from the gun to the hit point, adding in the target enemy to the ignore actor list? You should get the point behind the character.
TLDR Just retrace the projectile path ignoring the enemy.
Or even do a multitrace on a dedicated channel, hit on first overlap, splatter on the first blocked. Retracing, as in my previous example could be more flexible in the long run, perhaps I did not account for something.
Added a blocking
channel, the mesh overlaps
it, the capsule ignores
it: