I am attempting to raycast to tagged objects in-game and drive an exposed variable for a fresnel material effect on those objects. I am using the FPS starter for this, with some modifications to the character BP, which triggers the variable on another BP.
(Edit) The goal is to highlight an object when aiming at it, passively, without using post processing volumes.
I run an EventTick with a LineTrace by Channel, which does a check for a mesh and enables/disables the glow on it, using 2 sub-functions.
One of the sub-functions (Enable Glow) is throwing warnings when in-game. As far as I could tell it’s not crashing the game, but they do add up the longer you play.
The circled nodes are referenced in the error log when I exit
It cycles through the same 4 nodes.
Is there a better/smarter way of doing this? Not sure where I am off here…