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Ray Cast only shoots in one direction...

Hi,

So this works in the FPS shooter tutorial.

But when I transfer code to my project…


	AMyPlayerController* myPC = Cast<AMyPlayerController>(this->GetController());
	const FVector StartServer = myPC->GetFocalLocation();
	const FVector EndServer = StartServer + GetControlRotation().Vector() * 1000;


what I want to do is shoot a ray cast to where the pawn is looking at. The nose of the pawn. I have a invisible scene component sitting at the nose of the turret.

The video describes the problem…

https://www.youtube.com/watch?v=SKIt7axuP68&feature=youtu.be

https://youtube.com/watch?v=SKIt7axuP68

You can see the starting point is fine.

The end point, well…

The Player Controller contains no logic for now. The Server just tells the player to posses a Pawn that’s been sppawned.

Any ideas?

Im a bit unclear as to what you actually want but you can use GetActorForwardVector() to get a vector of where the pawn is looking, then multiply that by a value to get further in front of the pawn (it’s nose).

Without seeing the actual raycast (trace) code it’s hard to see where you went wrong.