multipleline traces in radius

still need this in the middle section as the player camera though otherwise it never draws

Ahh, I believe I have created some confusion by choosing some rather bad variable names. You need a normalised forward vector for the cross products in the middle sequence path, and you should use the recalculated one or your traces wont be square on (will be hard to notice if the difference between the camera forward and recalculated normal is small, so maybe ignorable, but it is ‘wrong’ as stands).

Rename Forward (which you may have renamed Local Forward?) to Forward Scaled, and add another local variable called Forward Normalised, the recalculation should then look like this:

Use Forward Normalised in the middle sequence, instead of the camera’s forward vec, and use Forward Scaled to calculate the trace end points (already doing this).

the collision response is set to overlap so that I can go through multiple objects

I have no idea off the top of my head for this sorry, if not blocking then there will be no hit, and this being a trace there will be no overlap events.

I think all damagable actors will need to block these traces, but I am not experienced enough with this stuff to say for sure.

Really hacky and horrible workaround idea: make damagable actors block the traces, when you hit something, damage it then redo the trace with that actor added to Actors to Ignore array.

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