#Getting the Data Before Making Conclusions
Dear ZeJudge,
Whenever working with traces,
I find visualizing the data that you are getting is essential!
So before trying to fix your algorithm,
you should always find out:
What data is your algorithm getting?!
I cant count to you the number of times my algorithms have failed,
and I instantly was assuming it was my logic and was trying to fix stuff in my thought process when,
the whole time
- the function was not even running
or
- the algorithm was not getting the data I was assuming it was getting to start with!
#DrawDebug Your Friend
For all your algorithm efforts, DrawDebug is essential!
#Code For You
for now, for testing, change this
if(HitResult.GetActor())
{
FRotator NewRotation = HitResult.Normal.Rotation();
AQUBEBaseActor* SpawnedBlueCube = GetWorld()->SpawnActor(BlueCubeBP, HitResult.Location, NewRotation, SpawnInfo);
}
to this
if(HitResult.bBlockingHit)
{
FRotator NewRotation = HitResult.ImpactNormal.Rotation();
/*
DrawDebugLine(
const UWorld* InWorld,
FVector const& LineStart,
FVector const& LineEnd,
FColor const& Color,
bool bPersistentLines = false,
float LifeTime=-1.f,
uint8 DepthPriority = 0,
float Thickness = 0.f
);
*/
DrawDebugLine(
GetWorld(),
HitResult.ImpactPoint,
HitResult.ImpactPoint + 1024 * HitResult.ImpactNormal,
FColor(255,0,0),
false,
3,
0,
7
);
//AQUBEBaseActor* SpawnedBlueCube = GetWorld()->SpawnActor(BlueCubeBP, HitResult.Location, NewRotation, SpawnInfo);
}
Here’s a list of all DrawDebug functions
I find them essential to know what is going on with any 3d-world algorithms I am trying to write
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
/**
* DrawDebugHelpers.h
*/
#pragma once
/** Flush persistent lines */
ENGINE_API void FlushPersistentDebugLines(const UWorld* InWorld);
/** Draw a debug line */
ENGINE_API void DrawDebugLine(const UWorld* InWorld, FVector const& LineStart, FVector const& LineEnd, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0, float Thickness = 0.f);
/** Draw a debug point */
ENGINE_API void DrawDebugPoint(const UWorld* InWorld, FVector const& Position, float Size, FColor const& PointColor, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw directional arrow **/
ENGINE_API void DrawDebugDirectionalArrow(const UWorld* InWorld, FVector const& LineStart, FVector const& LineEnd, float ArrowSize, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug box */
ENGINE_API void DrawDebugBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug box with rotation */
ENGINE_API void DrawDebugBox(const UWorld* InWorld, FVector const& Center, FVector const& Box, const FQuat & Rotation, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug coordinate system */
ENGINE_API void DrawDebugCoordinateSystem(const UWorld* InWorld, FVector const& AxisLoc, FRotator const& AxisRot, float Scale, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug Circle */
ENGINE_API void DrawDebugCircle(const UWorld* InWorld, const FMatrix& TransformMatrix, float Radius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug 2D donut */
ENGINE_API void DrawDebug2DDonut(const UWorld* InWorld, const FMatrix& TransformMatrix, float InnerRadius, float OuterRadius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug sphere */
ENGINE_API void DrawDebugSphere(const UWorld* InWorld, FVector const& Center, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug cylinder */
ENGINE_API void DrawDebugCylinder(const UWorld* InWorld, FVector const& Start, FVector const& End, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugCone(const UWorld* InWorld, FVector const& Origin, FVector const& Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, FColor const& Color, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Used by gameplay when defining a cone by a vertical and horizontal dot products. */
ENGINE_API void DrawDebugAltCone(const UWorld* InWorld, FVector const& Origin, FRotator const& Rotation, float Length, float AngleWidth, float AngleHeight, FColor const& DrawColor, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority=0);
ENGINE_API void DrawDebugString(const UWorld* InWorld, FVector const& TextLocation, const FString& Text, class AActor* TestBaseActor = NULL, FColor const& TextColor = FColor::White, float Duration = -1.000000);
ENGINE_API void DrawDebugFrustum(const UWorld* InWorld, const FMatrix& FrustumToWorld, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a capsule using the LineBatcher */
ENGINE_API void DrawDebugCapsule(const UWorld* InWorld, FVector const& Center, float HalfHeight, float Radius, const FQuat & Rotation, FColor const& Color, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug camera shape. FOV is full angle in degrees. */
ENGINE_API void DrawDebugCamera(const UWorld* InWorld, FVector const& Location, FRotator const& Rotation, float FOVDeg, float Scale=1.f, FColor const& Color=FColor::White, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void FlushDebugStrings(const UWorld* InWorld);
ENGINE_API void DrawDebugSolidBox(const UWorld* InWorld, FVector const& Center, FVector const& Box, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugSolidBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FQuat const& Rotation, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugMesh(const UWorld* InWorld, TArray const& Verts, TArray const& Indices, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugSolidPlane(const UWorld* InWorld, FPlane const& P, FVector const& Loc, float Size, FColor const& Color, bool bPersistent=false, float LifeTime=-1, uint8 DepthPriority = 0);