My issue is that since the water cannot be interacted with through any collision channel, I am unable to get the beam to stop at the water. The beam passes through the water and hits the ground.
I had a solution in mind but am unsure of the mathematical implication of it (i sux @ maths)
If my beam weapon is at location X=1, Z=4 and fires the beam towards water surface, which is at a Z height of 2 and my beam hits the ground at location X=6, Z=0, graphically I can see that my beam intersects the water at X=4, Z=2, and I would be able readjust the beam’s fire to this location on the water surface.
However, how would I go about achieving this in Unreal?
The only way I am able to interact with the water is through the “get wave height at location” function which I have so far used for almost every interaction by checking if whatever I need interaction with is at or around this height, thus, being able to cause splashes and turn on swimming.
Ah that’s why my beam kept going towards world origin. Also my project keeps crashing at startup now. brb gonna try opening the blueprint and removing that maths expression