Line trace detecting a bit down where the trace is pointing at

Hi, im having some trouble with my game, i was testing a few mechanics (idk if moved something) but now a line trace is detecting a few cm down where it should detect, even with the one frame debug trace it keeps pointing where it should be and its detecting a bit down, i havent enabled anything in the replication of the camera, here i have a footage of my problem:

and its not the hitbox of the buttons of it because this is the actor of the button:

and not the line trace

someone got any ideas?

Camera Component location && rotation are not updated on the Server (Authority) or other sims. The data is replicated but the component isn’t.

Use Base Aim Rotation for Pitch, Yaw, and Forward Vector.
Use Player Camera Manager -> Get Camera Location for cam location.

what a legend, but i did this:

like you told me, idk if im so dumb that i didnt do it right like you said but now this is the result:

apologies if i didnt get the idea right, thx for the response

Check the Button mesh collision in the static mesh editor. See if it got misaligned.

Misaligned collision…


My approach for interactives is to add a collision component and apply custom collisions (object/preset).

In your BP_Button_Door class add a box collision component. Make it a child of the Button mesh.

  • Scale it (Box extent) to match the mesh. Set the collision settings.
  • Disable collision on the Button mesh itself.
  • Update the hit logic to work with the new collision component.

Technically you should be using a custom collision preset for interaction. You will still use Visibility channel for traces, but you’ll gain a branch condition to check against.

For interaction I use a custom Object Channel and Preset.

The Preset Name is what will be used on a trace result branch.

If you’re using BP Interfaces to Communicate/Interact…


In my projects I use a Capsule component (collision) extended out from the camera as a probe. Its job is to toggle interactive text/widgets on interactive actors that are in focus. I find it more performant than constant traces.

Probe Interaction… Successful overlap call Interface event on overlapped actor.

For the Interact Action I use an input key which fires a trace from the camera.

All interaction logic is coded in an Actor Component.


My interact trace is called on client and then on server.

Note the Then 0 section of the trace. I’m using Base Aim Rotation and Camera Manager, Camera Location. Also using a Switch has authority node to set the Servers Trace color.

Clients trace is Red and servers is Purple.

Without using Camera Manager for camera location you get the following trace results.

Camera “Component” Location isn’t updated on the servers proxy of the character. This applies to simulated proxies as well.

With Camera Manager and Base Aim Rotation you get almost a perfect mirror in world location hit. It’s always going to be a little off due to floating point precision errors.

Hope this is helpful. Happing coding.

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u got it right, its the collision that got missaligned, at first i thought it was the trace was going lower from the camera, but then i checked the box alignment and then i see this:


i dont know how it missaligned, but the important its that now its fixed.
thx a lot for the help, and the solution, you’re very helpful!