[UE5.5] Line Tracing not showing up

Hello!

I’m looking for help because i’m following a tutorial on how to to cast a “Line Trace” to put a Procedural Wall Avoidance.

But even if i’m following exactly the documentation, i can’t see any the red line coming from the camera when i’m playing, do you know why is that ?

Thanks if you can help me!


Could you also show how do you call that custom event?

Hello, sure!
I’m a beginner so i will try to do my best to make you understand the problem!

Here is the Animation Character Event Graph, with the “CloseToWall” Value that normally is going to make the weapon go down when you come close to a certain distance from the wall.

To Debug this, in the tutorial, the person used the Line Trace by channel, which didn’t work for me, but i can’t really figure out why.

And this is the Animation Graph that trigger the animation to lower the gun when approaching. (I hope all of this make sense)

By the way, this is the tutorial if you have time to watch the part on the Trace line by channel : Adding Procedural Wall Avoidance | Unreal Engine 5 FPS Game Tutorial #18

Thanks for your help :smile:

We just need to know this. I bet you simply do not call it. It looks like a copy / pasted Tick node to me.

Hello, where/How can i show you that ?
(Sorry i’m a beginner)

We suspect you’re not calling it in the first place, so there’s nothing to show actually.

You can call that custom event like this:

Here, we trigger it on our desired input. However, it was probably intended to be triggered every tick like @Everynone said, so you can also put that after Event Tick.

Connect it to tick. Or have Tick call the event.

Okay i see, so here is the result i have when i’m pressing TAB (for example)
UE_1

So i guess it works with this key. Now i got to found a way to let it always “on” with the custom Event, as i said, i’m following a tutorial and trying to learn by myself at the same time, but here i can’t figure why it’s not working.

Well…

This was just an example on calling a custom event, like I clarified here:

Also, you’re already calling the custom event with that blue node. Like @Everynone said, you can just replace the red custom event node with whatever you want (whether it’s an input or Event Tick or anything else) or connect that blue node that calls the custom event to again, whatever you want but don’t connect it’s output execution pin to what it’s already calling.

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Okay guys i understand it works! Thanks for your help! :slight_smile:

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