I’m trying to get a line trace to hit a physics asset. I’ve configured everything in a way that I think is correct, yet the line trace just goes right through the character as if the character wasn’t there.
It seems to me (as a newb) that these settings ought to work: the ray ought to hit the physics asset. But when I turn on ‘Show Collisions’ in the viewport, and also ‘Draw Debug Mode’ for the line trace, I can see the line trace go right through the character physics volumes without hitting.
Note that the character I’m trying to hit is pretty much just Quinn. The character is adapted from one of the template games, the skeletal mesh is SKM_Quinn_Simple, and the physics asset is PA_Mannequin.
I’ve previously been advised to turn on/off ‘Trace Complex’. I’ve tried it both ways, no difference.
I’ve also been advised to turn on ‘Enable Per Poly Collision.’ That does cause the line trace to hit the character, but it’s also very slow. I’d rather use collision volumes.
Any idea why the line trace doesn’t hit the physics asset?
I am 100% certain that my trace start and trace end positions are already correct. I can turn on “Draw Debug” for the line trace and I can see that it’s drawing the trace in the right place. Also, if the trace hits a static mesh, it works perfectly. So this isn’t the problem.
As I explained in my initial post, I’ve turned “trace complex” off. Didn’t make a difference.
The initial post contains the setting for LookAtDetection, it’s there in one of the images.
The initial post contains the code for setting trace channel. Again, it’s in the images.