gedamial
(gedamial)
36
I’m using a custom line trace channel too.
FHitResult APAWeapon::WeaponTrace(const FVector& StartPlug, const FVector& EndPlug, const TArray<AActor*>& IgnoreActors) const
{
static FName WeaponFireTag = FName(TEXT("WeaponTrace"));
// Perform trace to retrieve hit info
FCollisionQueryParams TraceParams(WeaponFireTag, true, Instigator);
TraceParams.bTraceAsyncScene = true;
TraceParams.bReturnPhysicalMaterial = true;
TraceParams.AddIgnoredActors(IgnoreActors);
FHitResult Hit(ForceInit);
GetWorld()->LineTraceSingleByChannel(Hit, StartPlug, EndPlug, COLLISION_WEAPON, TraceParams);
return Hit;
}