Line Trace Bounces Off Somewhere Else

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.

Can you try it like so:

See if you get more consistent results.

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:

Sorry, but nothing appears to be working. (Note I am doing this in my enemy BP). It seems to almost always bounce off the mesh instead of going through it. The closest I got was a line trace in the right way, but no decal could be spawned because I couldn’t reference certain items in my player BP.