Hey, trying to get an a hit result from overlapping actors, since there is no hit from overlapping actors I am running a trace at that hit location and getting the hit results that way. However the hit results come back as 0,0,0.
Any ideas?
Hey, trying to get an a hit result from overlapping actors, since there is no hit from overlapping actors I am running a trace at that hit location and getting the hit results that way. However the hit results come back as 0,0,0.
Any ideas?
Are you even getting hit results? There’s a bool for that - first from the top.
Hmm correct, seems the trace by channel is returning false, and the break hit result is also returning false
Tried doing a sphere trace in its own event and adding that even on to the end.
Here the hit results return true, but the impact point and impact normal are still returning 0,0,0
You’re tracing on the Visibily channel. Do the actors you’re tracing against have at least a single element that blocks visibility?
Do doble check their collision settings. If in doubt, give this a read:
Thanks! I will double check the collision settings. I know they all have capsules around them.
Will give this a read as well
In the last pic you posted, the trace takes delta and forward which makes little sense since tracing happens in world space.
You are debugging it visually and may have an unorthodox setup but that really stands out. Again, hard to tell without actually seeing what you’re up to.
the capsule collision on the enemies looks like this,
yeah the last picture was just a test trying to get the location relatively correct. will change it back
With the correct locations inputted, the sphere is in the correct place however the results are still the same
Is there anything I can show to help debug it
just to add, with those locations for the start and end, it draws the sphere fine, but returns a false for the hit
changed the SK to block visibility trace and this works!
Thank you for your help
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