# Rotating an object by Line Trace

**URL:** <https://forums.unrealengine.com/t/rotating-an-object-by-line-trace/2720411>\
**Category:** C++\
**Tags:** unreal-engine, question\
**Created:** [May 6, 2026, 6:01pm UTC](https://forums.unrealengine.com/t/rotating-an-object-by-line-trace/2720411 "2026-05-06T18:01:51Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Infant\_Zero](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/infant_zero/32/715655_2.png) [@Infant\_Zero](https://forums.unrealengine.com/u/Infant_Zero)\
**Post date:** [May 7, 2026, 5:13pm UTC](https://forums.unrealengine.com/t/rotating-an-object-by-line-trace/2720411/4 "2026-05-07T17:13:24Z")

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It sounds as though you need to confirm the settings of your collisions:

1. The default response of your ‘Projectile’ channel; for simplicity, this **shouldn’t** be set to ‘Ignore’

 ![01](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/8/a/78a1c73517b184e488f38fa171d59270ea2d0214.png)

1. The collision response of the object you’re trying to land a trace on; likewise, this shouldn’t be ‘Ignore’

 ![02](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/b/0/cb0bf26477ea3b2220e5ff914d12e212560b90f5.png)

1. Whether you’re using a Line Trace or Multi Line Trace; if you’re using Multi Line, the logic is counter intuitive. See the following post:

[Multi Line Trace Confusion - Programming & Scripting / Blueprint - Epic Developer Community Forums](https://forums.unrealengine.com/t/multi-line-trace-confusion/2716114/2)

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