Mesh trace by channel?

just want more accurate or custom line trace mesh as i want to detect if the mesh has anything overlapping in it and havnt figured out a accurate way. The collisions are off so check for overlapping actors just doesnt work or really any overlap node i have to use line trace but its not very accurate. Are there any other methods im not aware of?

Providing I got it right, it sounds like you’re looking for Sweep. You can sweep with an actor / component from A to B. It will terminate when something would overlap and give you a Hit Result.

You will need collision for this to work, it can be disabled once sweeping is complete.

This didnt work but appreciate the help. wasnt getting any sweep results even with collision enabled. also the actor and actors around it are physics so changing collision wont work. needs to be line traced or another similar method.

You did not set it up correctly then.

also the actor and actors around it are physics so changing collision wont work

That’s what collision filtering, channels and object types are for:

https://www.unrealengine.com/en-US/blog/collision-filtering

You decide who collides and can interact with whom.

needs to be line traced

Sweep traces with the entire mesh - not sure what more can you possibly need… it’s an expensive but the most accurate way. You can get an approximation with box / capsule / sphere trace instead. But you said it was not accurate enough, that’s why Sweeping exists.

Already know about collision filtering. none of that works for my use case. Also says sweep only sweeps the root component not the children. I’ll just go with the tracing i had before just was seeing if there was a more accurate way to check for overlaps for my scenario.

You can sweep with each component individually.