Sphere Trace hit impact point always returns (0,0,1)

I’m working with VR so I want that whenever I reach with my hand to a location and press trigger I want to check whether there are objects I can grab (not using the grab component) and interact with. So I’m doing a Sphere Trace by Channel with start and end locations the same as the specific vr hand location. The sphere trace, on the visibility channel, properly detects objects it interacts with and tells me their correct names however impact hit point always return (0,0,1) vector. Does anyone know what is going on. Is impact point a local offset in relation to the hit object’s location? I’m really confused. I’ve found similar problems in posts throughout the years and unreal versions but I can’t find a solution.

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I had this exact same issue. I read in another post that for a sphere trace the start and end location need to be different in order to properly detect the impact point.
I tried by using the same location but added 0.001 offset in the z direction for the start vector and it started properly detecting the impact point.

This was not an issue until UE 4.27. When I migrated my project to UE5, I started having this issue. Not sure if it is a bug or an enhancement.

For more info check this post: impact Point location on trace ?

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Thanks! This was driving me bonkers.

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