Which is more expencive line trace or get overlapping actors / slow compile?

Isn’t the vector math for line trace and overlap (for simple collision meshes like sphere or box) very close? Or am i wrong? Because you know, linetrace still uses a collision check, but just on the other actor, not the trigger actor.

If trigger actors collision is something simple like sphere or capsule or box, i dont think there is that much difference (Not enough to completely abandon it and increase the workload twicefold unless its a specific case like in VR i guess)

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