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Muiltiraycast is overlapping with everything



    TraceParams = new FCollisionQueryParams();
    TraceParams.bTraceComplex = false;
    TraceParams.AddIgnoredActor(this);

    ResponseParams = new FCollisionResponseParams(ECR_Overlap);

    bool isTrace = World->LineTraceMultiByChannel(HitResult, PlayerLocation, TraceLine, ECC_GameTraceChannel1, TraceParams, *ResponseParams);

my raycast overlap everything how do I make it work?

Check what GameTraceChannel1 is set to collide/overlap with. That’s likely where your issue is.

It goes through collision presets that are set to block that channel. My loop iterates through everything in the loop, do I have to stop the loop if its a blocking hit?