Please increase amount of usable trace/object channels

Trace and Object channels are limited to 18 at the moment, which is not much. If it would be possible to increase the amount to something like 32 or more ideally an infinite amount this would be really helpful.

I found this post in the forums:

So could you use a 64bit bitfield? I have no idea what a bitfield is :rolleyes:

Hello

I have submitted a feature request ( UE-15895) to the developers for further consideration. Thank you for your information and time.

Make it a great day

Hi Rudy, any news on this? Having only 18 is really limiting… I have so much stuff that would deserve it’s own trace channel, but with this limitation the only thing I can do is do a multi trace for visibility, do a for each on the hit result and check each actor/component individually to see whether it’s the one I need. Really not good regarding performance, with more trace channels one single (not multi) trace could do the same without any for each and branching etc…

Any update on this? Reaching the limit too

Bump… In my building system it benefits from having more line traces if not I have to make complex multi trace logic…

Interesting point—and definitely something a lot of us have bumped into when scaling more complex systems.

From what I understand, the 18-channel limit comes from the use of a 32-bit bitfield, where part of the range is reserved for engine internals, and the rest is exposed to users. Expanding to a 64-bit structure sounds theoretically plausible, but it might come with significant technical tradeoffs—especially in terms of backward compatibility and performance.

In the meantime, some devs simulate additional logic by using component-based systems, gameplay tags, or even layered traces—depending on the use case.

It’s an area where more flexibility would be very welcome, especially for advanced interaction systems.

All the best and kind regards,
SFDEMIR