[Question][Request?] Radial Trace

Hello Lukasz,

Your best bet is to use UWorld. You can get the instance of the world that any AActor exists in by calling their GetWorld() method. The class itself provides a bunch of world sampling methods, such as OverlapMulti. OverlapMulti will return a list of colliding AActors from multiple primitive types, including a sphere. Here is some example code:

TArray overlaps;
AActor* Origin = 0;
float Radius = 150.0f;

if (Origin->GetWorld()->OverlapMulti(
    //output list
    overlaps, 
    //origin location
    Origin->GetActorLocation(), 
    //origin rotation
    FQuat::Identity, 
    //collision channel
    ECollisionChannel::ECC_Pawn, 
    //collision primitive
    FCollisionShape::MakeSphere(Radius), 
    //collision parameters
    FCollisionQueryParams())) 
{
    ...
}