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.
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