Trace is definitely not broken, hehe :). Here’s are some thoughts I believe are worth considering:
how would using Instance Index 0 for tracing even work here
how do you even know where 0 is - that’s going to be pretty random
where are other components, how do they line up
perhaps you’re missing them completely with the trace
how is collision set up, mentioned above
what’s in the trace objects - ignoring / blocking / overlapping the trace - read the tooltip of multi sphere trace for info on how it works, or have a look at my answer here
does the cast fail - perhaps we’re hitting something else than a HISM first
why not use the location of the HitItem of the HISM to perform the sphere overlap - you surely want to start there (my example was just a demonstration, not a solution to a problem I do not fully understand) and probably perform another penetration (again - I have no clue what you’re doing - maybe you’re digging through ground made of instances, like in Minecraft)
how does the debugged trace look like in the world
are the tags ok
Why not try it in a clean project with no interference first - that’d give you a clear understanding of what is needed.
So many questions with a setup like this. We’ve yet to see a single image demonstrating of what you’re trying to accomplish, making it pretty tough to troubleshoot for an outsider.
Hope that list helps, consider stepping through that. In a clean project, ideally.
I chose index 0 because for testing purposes the actor spawner is only spawning random instances using 1 hism component for now.
The actor spawns are seeded so I know where it will spawn everytime.
They line up randomly around it, I can see they are getting hit by the initial trace when I enable their spawning as well.
I have them set to world static and block all.
Trace objects is only tracing for object type of “worldstatic”.
Cast does not fail.
I can use a get instance transform with the hit item and it seems to make no difference.
The trace goes through the actors and has the little hit pips on everything, nothing is being deleted though…
The tags are identical.
If I do a print string off the remove instances it puts out a bunch of trues but if I print the instance count before the removal and after there are actually more somehow.
If I set the multisphere trace to an absolutely ridiculous radius it works, does the sphere have to completely encapsulate the mesh to work? They are big but I can see the hit pips are on them, nothing will remove though.
I don’t wanna be a ■■■■ but if you can’t or don’t know answer I may just deleted and resubmit. I need this worked out to continue and if it’;s a bug I wanna get this addressed asap.
Well it seems like my next step is bug report then, no?
I don’t know why but if I set the radius of the multi to a ridiculous number like 500k it will actually remove the hits, does it need to completely cover the meshes to work?
Yeah the sphere looks 100% fine, the little hit dots are showing up and the remove instances is pooting out a true. I have a print string saying which instance and what index is being hit. It just won’t remove the instances, I can even follow along with breakpoint and it says they are being removed. The only thing I can think of is for some reason it is only removing some of the meshes so there are still some there or it is just not updating visually when removed.
Same thing bro, instances won’t remove. They are being hit but won’t remove. If I try to do it by tag so actors I don’t want to get removed won’t be, I just get an accessed none.
If I remove the tag it removes bits of the level like the walls and floor which I don’t want. But nothing will remove these hisms. I can see they are being hit, a string confirms it, they just won’t remove at all.
If I print string off of remove instances it returns false, so for some reason the remove instances is failing. I have it set up exactly as you do.