I’m trying to implement a hit scan projectile that collides with the character render mesh, not the character capsule. I’m setting bTraceComplex to true on the query params and this is my function call:
bool bHit = w->LineTraceSingleByProfile(
hitResult,
projectileLocation,
projectileLocation + projectileDirection * maxTravelDistance,
"PhysicsActor",
queryParams);
Any ideas? It’s hitting the capsule, not the render mesh :’(