Unreal Engine Environment Probing / Rayscanning

Dear all,

I’m working on a little project involving vehicles and I was wondering if there was a way for me to scan the environment directly underneath my vehicle in let’s say a square area. An example of this sort of scanning (done in Lumberyard for Star Citizen) is shown here and applied to a character’s movement: STAR CITIZEN: CitizenCon 2947 - Enhancing Mocap Data with Procedural Systems - YouTube (see minute 24:00)

I’ve tried looking into it for about a week now and while I was able to cast multiple rays in an area, that becomes really slow since it needs lots or processing power (I need a pretty big square area on the ground, which means I need a lot of rays and I want to do this every tick).

Does anyone know of a more suitable way to achieve this type of scanning?

Thanks a lot in advance!

//ls

You want to use a a Sweep Test, and use a Box collision shape.

GetWorld()->SweepSingleByChannel() should be what you want.