LineTraceByChannel lost 6th hit

Hello!

I have a problem with reflecting linetrace - I want to make a laser that will reflect from mirrors.
My linetrase reflects 5 times and crash on 6 reflect - there it lost every hits

Finally, the linetrace function restarts itself with the new data to reflect. It works only 5 times.

How can I fix it?

Can you show the whole BP?

Yes, but a single trace works, we know that. And this is just a number of single traces. I’m working on something…

It’s something to do with the recursion. It can’t be the trace, because, as we know, one trace works…

But here 5 traces. And just 6th broken. And I limit they are. There no errors from engine

And there is interesting situation) If we change cast distance, count of reflections changes too… I don’t know, how it works) Any ideas?
320551-

It’s exactly the same as yours, but I use a loop instead of the function calling itself.

Meh… I change it to a loop, which helps, and ticked ‘complex’ which also helps, a bit. I get 8:

Probably just missing something related to collision…

Can you show me your BP?

What do you think about answer of indiemoreband?

I don’t have a solution, but I know what’s going on.

As the beam progresses along, inaccuracy is creeping in. The trace origin is gradually moving inside the mesh, eventually this stops the trace working.

Trace complex is supposed to stop this, apparently it helps, but not enough…

EDIT: That’s not quite it…

Got it - math problem:

Should read like this:

Construction script version:

320613-ezgifcom-optimize.gif

1 Like

Yes, trace length affects it also, which makes no sense.

It’s working. You best, thank you