Line Trace By Channel issue

So I’ve been working on implementing some puzzles in my game that involve physics, well when input the nodes and get everything squared away, I hit compile no issues and I go to test and this is what I get.

Now I would say maybe this puzzle is just broken, but it’s happened for two separate puzzles I’ve worked on that required line trace by channel.

Here’s the code I’m working with as well.

thanks a bunch!

It says it right there in the error, you need to set the component to moveable :wink:

image

I’ve had the static mesh on moveable the whole time, the error still persists??

Sorry, just looked at your vid.

You’re checking the actor, it’s complaining about the static mesh component in your blueprint.

Ah, you’re getting the error because you’re clicking the floor, I think…

Maybe just put some debug print statements into your trace code, so you can see which part if failing.

PIE: Warning: Mobility of /Memory/UEDPIE_0_8U4LZ17RABKBZ4FZ3CQ2FIDFD.ProjectBadSanta:PersistentLevel.StaticMeshActor_UAID_D8BBC11B2778D7C901_1286676308 : StaticMeshComponent0 has to be ‘Movable’ if you’d like to GetMass.

That’s the whole error, sorry should’ve shown that as well.

I was having the same issue with another puzzle that required me to click on these dials to turn them sorta like a locker combination. And it wouldn’t work either both have used LineTraceByChannel, and both times they’ve used their mannys First person camera. Which this is a custom character which I was thinking that could be the issue perhaps I’m not sure.

Hi @DarryDee, have your tried getting the Hit Actor instead of the Hit Component?

I may be wrong, but your actor is just a cube and I pretty sure there isn’t any “components” of the cube except for a static mesh so maybe that might the reason of the errors. I’m not completely sure, but if you can run some debugs and show us what you got maybe we can help solve it.