So I made a projectile that is essentially a sphere collision with a radius of 37. It is not affected by gravity, and bounces when it hits a wall. Here are the settings of the projectile component:
Now I’m trying to determine where the projectile will be before I fire it. I’m using sphere traces to do so.
Does anyone know why this is happening or what I could do to ensure that the projectile always follows the trace or that the trace is accurate to the projectile’s path? Thanks!
Sorry for the delay. I’ve actually fixed this issue. As it turns out, the way I’ve mirrored the vector by normal is incorrect in the blueprint up above. What I should have done is gotten the direction vector of the line trace, then mirrored that by the normal and used that new vector as the direction to continue from. (Multiply the new direction vector by a float that is the length and then add that to the current location of where the sphere trace hits the wall.
Because the sphere trace is using the same radius that the projectile’s hitbox is, (Which is also a sphere) I think that it would be the most accurate trace to perform.