This requires no conversion (or are these are 2 separate methods), you get an actor reference straightaway. Share more detail if in doubt. You say objects - are you trying to select more than one at a time, as in an RTS game?
Anyone have any good logic to adjust line trace on perspective vision?
What you’re talking about would work well especially in a non-ortho setup. We definitely need more details.
And this also changes for mouse over events when in perspective view for some reason. I don’t know if there is any option I haven’t seen. Basically its like RTS when you select in a perspective.
Screen aspect ratio? Do you, by any chance, change the window size / aspect ratio at any point? Although I’m getting consistent result when shifting things about, too.
I’ve checked if its the problem with custom cursor, it is not. This thing has been driving me nuts for some time. I hope you understand what I am getting at.
Could you test it with much smaller collision boxes? The default trace distance is 100k uus, I’m wondering whether you’re getting accidental hit results when tracing from the camera that is in perspective. This would not exist in ortho.
If i try with smaller hitboxes nothing get registered. I tried trace with vision channel still the same result. Is there any project settings related to this? Something must’ve changed.
This would be used if you onClicked the actor. You’re using a slightly different method, tracing on the Camera channel. If the collision volume blocks said channel, a hit will be detected:
Is there anything special about the doggo’s hierarchy? Root vs Component location? Perhaps you could shed some light here, even if it’s only to eliminate it as an issue.
It’s happening to other objects if the perspective changes. So doggo is not the problem. The problem is that somehow get hit result is not auto adjusting with respect to perspective changes and only working orthogonally.
Is there any settings in project or editor with respect to it?