# \#Trace

**URL:** https://forums.unrealengine.com/tag/trace/799.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [Traces don't hit when starting inside a mesh & using complex as simple collision](https://forums.unrealengine.com/t/traces-dont-hit-when-starting-inside-a-mesh-using-complex-as-simple-collision/2664614)

<div class="topic-metadata">

**Author:** [@RinateZ](https://forums.unrealengine.com/u/RinateZ)\
**Replies:** 2\
**Last updated:** [March 1, 2026, 11:13am UTC](https://forums.unrealengine.com/t/traces-dont-hit-when-starting-inside-a-mesh-using-complex-as-simple-collision/2664614 "2026-03-01T11:13:56Z")

</div>

I tried it with a sphere trace in the video but I’ve tested it with a line trace as well and had the same result. I made a 2 minute video showing the problem happening on UE5.6.1 and showing it working as intended on UE…

---

## ["Find Collision UV" always returns zero for Skeletal Meshes](https://forums.unrealengine.com/t/find-collision-uv-always-returns-zero-for-skeletal-meshes/378548)

<div class="topic-metadata">

**Author:** [@Oskar\_Swierad](https://forums.unrealengine.com/u/Oskar_Swierad)\
**Replies:** 56\
**Last updated:** [February 22, 2026, 11:45am UTC](https://forums.unrealengine.com/t/find-collision-uv-always-returns-zero-for-skeletal-meshes/378548 "2026-02-22T11:45:37Z")

</div>

Hi, In UE 4.14.0, the blueprint “Find Collision UV” functions doesn’t work properly with Skeletal Meshes. While it works fine for all other objects, it returns X=0.0, Y=0.0 for any place on Epic mannequin. How to repro…

---

## [Line trace is inconsistent and doesn't work randomly](https://forums.unrealengine.com/t/line-trace-is-inconsistent-and-doesnt-work-randomly/2692497)

<div class="topic-metadata">

**Author:** [@KMzuru](https://forums.unrealengine.com/u/KMzuru)\
**Replies:** 1\
**Last updated:** [January 16, 2026, 8:26am UTC](https://forums.unrealengine.com/t/line-trace-is-inconsistent-and-doesnt-work-randomly/2692497 "2026-01-16T08:26:27Z")

</div>

I have an incredibly headache inducing, strange issue where a line trace that works most of the time, is very inconsistent and doesn’t work for seemingly no sound reason. It might be distance based but I can’t consistent…

---

## [Forward shading not working?](https://forums.unrealengine.com/t/forward-shading-not-working/2278007)

<div class="topic-metadata">

**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 1\
**Last updated:** [January 5, 2026, 4:04pm UTC](https://forums.unrealengine.com/t/forward-shading-not-working/2278007 "2026-01-05T16:04:20Z")

</div>

I have Forward shading activated, so why is there a traced channel saying “Deferred renderer” in the Trace? (VR project)

---

## [How do I get the current camera location (including when in the Editor)?](https://forums.unrealengine.com/t/how-do-i-get-the-current-camera-location-including-when-in-the-editor/284348)

<div class="topic-metadata">

**Author:** [@Feanix](https://forums.unrealengine.com/u/Feanix)\
**Replies:** 3\
**Last updated:** [December 28, 2025, 1:43pm UTC](https://forums.unrealengine.com/t/how-do-i-get-the-current-camera-location-including-when-in-the-editor/284348 "2025-12-28T13:43:31Z")

</div>

I’m trying to update the visibility of an actor based on a trace between the current camera and the object. I need it to work in the editor too (the objects have depth testing turned on so they always render on top of ev…

---

## [AnimNotifyState + Sphere Trace Hitscan not attaching to socket](https://forums.unrealengine.com/t/animnotifystate-sphere-trace-hitscan-not-attaching-to-socket/2686487)

<div class="topic-metadata">

**Author:** [@Cedirvin](https://forums.unrealengine.com/u/Cedirvin)\
**Replies:** 1\
**Last updated:** [December 20, 2025, 11:57pm UTC](https://forums.unrealengine.com/t/animnotifystate-sphere-trace-hitscan-not-attaching-to-socket/2686487 "2025-12-20T23:57:06Z")

</div>

Has anyone experienced this? I’m trying to do a hitscan using AnimNotifyState + Sphere Trace but its not working. I’ve tried referencing the axe mesh from third person BP and even making it its own Axe BP. The trace kee…

---

## [Single Line Trace does not always hit the Object (Landscape)](https://forums.unrealengine.com/t/single-line-trace-does-not-always-hit-the-object-landscape/299138)

<div class="topic-metadata">

**Author:** [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Replies:** 21\
**Last updated:** [October 30, 2025, 12:03pm UTC](https://forums.unrealengine.com/t/single-line-trace-does-not-always-hit-the-object-landscape/299138 "2025-10-30T12:03:10Z")

</div>

Hey, I’m trying to get the location where the trace hit the landscape. http://s14.directupload.net/images/141116/wpbvmlx3.png Unfortunately on some locations, the trace doesnt hit the landscape and is just going throu…

---

## [Best way to chek is any part of actor visible](https://forums.unrealengine.com/t/best-way-to-chek-is-any-part-of-actor-visible/357216)

<div class="topic-metadata">

**Author:** [@Ignisor](https://forums.unrealengine.com/u/Ignisor)\
**Replies:** 14\
**Last updated:** [July 6, 2025, 3:32pm UTC](https://forums.unrealengine.com/t/best-way-to-chek-is-any-part-of-actor-visible/357216 "2025-07-06T15:32:21Z")

</div>

Is there any good solution how to chek is any part of actor visible? For example: Enemy is partly behind the wall. And if i simply trace for it, trace will be blocked by wall, but player can see part of enemy. Is t…

---

## [Projectile Find Collision UV return false](https://forums.unrealengine.com/t/projectile-find-collision-uv-return-false/477650)

<div class="topic-metadata">

**Author:** [@AgentArachnid66](https://forums.unrealengine.com/u/AgentArachnid66)\
**Replies:** 1\
**Last updated:** [April 3, 2025, 2:54am UTC](https://forums.unrealengine.com/t/projectile-find-collision-uv-return-false/477650 "2025-04-03T02:54:51Z")

</div>

Trying to make a projectile that will affect a material, and so I’ve used the predict projection path node for the collision, but I need to get the UVs of the object with the material. Things I have done: Enable them …

---

## [C++ Line Trace Debug Color](https://forums.unrealengine.com/t/c-line-trace-debug-color/443795)

<div class="topic-metadata">

**Author:** [@Geezius](https://forums.unrealengine.com/u/Geezius)\
**Replies:** 6\
**Last updated:** [March 2, 2025, 8:55pm UTC](https://forums.unrealengine.com/t/c-line-trace-debug-color/443795 "2025-03-02T20:55:47Z")

</div>

I have successfully used both Trace Tags and DrawDebugLine to render debug lines, but I have an issue. Is there a function for a C++ debug line that acts like the blueprint version (color features)? Trace Tags seem to o…

---

## [Line Trace goes through Landscape](https://forums.unrealengine.com/t/line-trace-goes-through-landscape/383019)

<div class="topic-metadata">

**Author:** [@Mempsis](https://forums.unrealengine.com/u/Mempsis)\
**Replies:** 8\
**Last updated:** [February 25, 2025, 10:57pm UTC](https://forums.unrealengine.com/t/line-trace-goes-through-landscape/383019 "2025-02-25T22:57:50Z")

</div>

I want actors to spawn on Landscape and am trying to trace a line between the actor and landscape to achieve my goal, but there is no hit result. I really can’t find out what’s the problem. The trace worked when it hit a…

---

## [Does the Trace Complex checkbox do not functional?](https://forums.unrealengine.com/t/does-the-trace-complex-checkbox-do-not-functional/2351804)

<div class="topic-metadata">

**Author:** [@chofuqiushan](https://forums.unrealengine.com/u/chofuqiushan)\
**Replies:** 3\
**Last updated:** [February 23, 2025, 8:40pm UTC](https://forums.unrealengine.com/t/does-the-trace-complex-checkbox-do-not-functional/2351804 "2025-02-23T20:40:30Z")

</div>

I am confused about the items in Trace Complex. Static meshes have simple and complex collision, and I think Trace Complex probably traces the complex collision. I have a Static Mesh with collision set to “Simple And C…

---

## [Why are my trace and item channels not saved?](https://forums.unrealengine.com/t/why-are-my-trace-and-item-channels-not-saved/284127)

<div class="topic-metadata">

**Author:** [@jagoorv4](https://forums.unrealengine.com/u/jagoorv4)\
**Replies:** 19\
**Last updated:** [January 25, 2025, 4:58pm UTC](https://forums.unrealengine.com/t/why-are-my-trace-and-item-channels-not-saved/284127 "2025-01-25T16:58:02Z")

</div>

I’m not sure if this is a bug or I am doing something wrong (i.e. there is some special button I must click to save project settings, however UE4 saves my action and axis mappings just fine). I have created a new trace c…

---

## [Weird Results with Box Traces](https://forums.unrealengine.com/t/weird-results-with-box-traces/302609)

<div class="topic-metadata">

**Author:** [@Sealpuncher](https://forums.unrealengine.com/u/Sealpuncher)\
**Replies:** 3\
**Last updated:** [December 14, 2024, 10:15pm UTC](https://forums.unrealengine.com/t/weird-results-with-box-traces/302609 "2024-12-14T22:15:02Z")

</div>

Hello! I’m currently trying to reproduce the RTS mechanic of selecting multiple units with a draggable rectangle. To accomplish this I want to use Multi Box Trace by Channel. To get the half-size / center coordinates of …

---

## [Line trace: how to get hit material?](https://forums.unrealengine.com/t/line-trace-how-to-get-hit-material/295646)

<div class="topic-metadata">

**Author:** [@Ixiguis](https://forums.unrealengine.com/u/Ixiguis)\
**Replies:** 12\
**Last updated:** [December 9, 2024, 1:16pm UTC](https://forums.unrealengine.com/t/line-trace-how-to-get-hit-material/295646 "2024-12-09T13:16:41Z")

</div>

I would like to get which element index (or, which material) was hit on a line trace test. From what I’ve seen this is currently not supported by the engine. I’m currently digging into engine source to see what I could …

---

## [Invisible Widget Components aren't hidden from Widget Interaction Component visibility trace](https://forums.unrealengine.com/t/invisible-widget-components-arent-hidden-from-widget-interaction-component-visibility-trace/381594)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_79f77cce](https://forums.unrealengine.com/u/anonymous_user_79f77cce)\
**Replies:** 14\
**Last updated:** [November 8, 2024, 10:34pm UTC](https://forums.unrealengine.com/t/invisible-widget-components-arent-hidden-from-widget-interaction-component-visibility-trace/381594 "2024-11-08T22:34:44Z")

</div>

Hello, I’m having a problem where setting turning off the visibility of the Widget Component in an Actor doesn’t remove the component from being “seen” by the Widget Interaction Component (attached to a motion controller…

---

## [Chaos GC unable to be detected by simple sphere trace (visibility trace)](https://forums.unrealengine.com/t/chaos-gc-unable-to-be-detected-by-simple-sphere-trace-visibility-trace/2098922)

<div class="topic-metadata">

**Author:** [@MrA16R](https://forums.unrealengine.com/u/MrA16R)\
**Replies:** 0\
**Last updated:** [November 1, 2024, 11:20am UTC](https://forums.unrealengine.com/t/chaos-gc-unable-to-be-detected-by-simple-sphere-trace-visibility-trace/2098922 "2024-11-01T11:20:39Z")

</div>

So I’m trying to detect chaos GC components with a simple sphere trace, but it’s not working for some reasons. My setup is the most basic it can get. It detects everything in the visibility trace, except geometry collect…

---

## [Why is the first CharacterMovementComponent slower?](https://forums.unrealengine.com/t/why-is-the-first-charactermovementcomponent-slower/2067674)

<div class="topic-metadata">

**Author:** [@BDjerigian](https://forums.unrealengine.com/u/BDjerigian)\
**Replies:** 0\
**Last updated:** [October 14, 2024, 9:17am UTC](https://forums.unrealengine.com/t/why-is-the-first-charactermovementcomponent-slower/2067674 "2024-10-14T09:17:15Z")

</div>

Hello! I’m trying to optimize Character Movements for my game, and I have been able to reduce it to a few µs per Character, except for the first one… In the UnrealInsights Trace, every frame, I can see that the first C…

---

## [Changing angle of linetrace](https://forums.unrealengine.com/t/changing-angle-of-linetrace/463076)

<div class="topic-metadata">

**Author:** [@OniricMaster](https://forums.unrealengine.com/u/OniricMaster)\
**Replies:** 3\
**Last updated:** [October 6, 2024, 2:04pm UTC](https://forums.unrealengine.com/t/changing-angle-of-linetrace/463076 "2024-10-06T14:04:22Z")

</div>

Hello, so Im currently working on a basic zombie shooter game. Im trying to create a basic shotgun that creates 3 line traces, One Forward and then TWO to each side. Here an image to better visualize. Ive manged to g…

---

## [How do I use GetHitResultUnderCursorByChannel in C++?](https://forums.unrealengine.com/t/how-do-i-use-gethitresultundercursorbychannel-in-c/284269)

<div class="topic-metadata">

**Author:** [@Kochab](https://forums.unrealengine.com/u/Kochab)\
**Replies:** 14\
**Last updated:** [October 1, 2024, 5:16pm UTC](https://forums.unrealengine.com/t/how-do-i-use-gethitresultundercursorbychannel-in-c/284269 "2024-10-01T17:16:34Z")

</div>

In my blueprint GetHitResultUnderCursorByChannel node I have the trace type set to “Visibility.” The function takes an ETraceTypeQuery that I’m not sure how to set in C++.

---

## [Multi sphere trace by channel only returning a couple of actors](https://forums.unrealengine.com/t/multi-sphere-trace-by-channel-only-returning-a-couple-of-actors/467176)

<div class="topic-metadata">

**Author:** [@EdBennett](https://forums.unrealengine.com/u/EdBennett)\
**Replies:** 4\
**Last updated:** [July 11, 2024, 11:43pm UTC](https://forums.unrealengine.com/t/multi-sphere-trace-by-channel-only-returning-a-couple-of-actors/467176 "2024-07-11T23:43:25Z")

</div>

Just to clarify, hitting 1 and 4 accordingly, the red hit is a blocking hit:

---

## [Line Trace passes through cracks in Landscape](https://forums.unrealengine.com/t/line-trace-passes-through-cracks-in-landscape/1846654)

<div class="topic-metadata">

**Author:** [@martin-traxara](https://forums.unrealengine.com/u/martin-traxara)\
**Replies:** 0\
**Last updated:** [May 8, 2024, 4:57pm UTC](https://forums.unrealengine.com/t/line-trace-passes-through-cracks-in-landscape/1846654 "2024-05-08T16:57:35Z")

</div>

I developed a Lidar that uses a bunch of LineTraceByChannel to measure distance to the Landscape and objects in my map. It’s worked fine in UE4, but since upgrading to UE5, some of the line traces pass through the landsc…

---

## [Why does the player character jump when the sphere trace hits something?](https://forums.unrealengine.com/t/why-does-the-player-character-jump-when-the-sphere-trace-hits-something/1782500)

<div class="topic-metadata">

**Author:** [@MikelKram](https://forums.unrealengine.com/u/MikelKram)\
**Replies:** 4\
**Last updated:** [April 2, 2024, 9:46pm UTC](https://forums.unrealengine.com/t/why-does-the-player-character-jump-when-the-sphere-trace-hits-something/1782500 "2024-04-02T21:46:12Z")

</div>

Why does the player character jump when the sphere trace hits something?

---

## [Sweep hitting an edge of a flat surface results in wrong normal](https://forums.unrealengine.com/t/sweep-hitting-an-edge-of-a-flat-surface-results-in-wrong-normal/1771481)

<div class="topic-metadata">

**Author:** [@anon83452797](https://forums.unrealengine.com/u/anon83452797)\
**Replies:** 0\
**Last updated:** [March 25, 2024, 1:38pm UTC](https://forums.unrealengine.com/t/sweep-hitting-an-edge-of-a-flat-surface-results-in-wrong-normal/1771481 "2024-03-25T13:38:59Z")

</div>

For context, I’m making a pawn with custom movement, a box collider and sweep traces for detecting collisions with the world. The issue is that sometimes when a sweep hits an edge of a mesh (even if it’s flat), the hit …

---

## [Collision on static mesh not being detected](https://forums.unrealengine.com/t/collision-on-static-mesh-not-being-detected/1687036)

<div class="topic-metadata">

**Author:** [@TheoRat3](https://forums.unrealengine.com/u/TheoRat3)\
**Replies:** 1\
**Last updated:** [February 14, 2024, 1:07am UTC](https://forums.unrealengine.com/t/collision-on-static-mesh-not-being-detected/1687036 "2024-02-14T01:07:09Z")

</div>

I’m making an ability where weak points are spawned on to enemy skeletal meshes. However when spawned my line trace doesn’t seem to be detecting them. I made it so that my weak point blueprint class blocks the line trace…

---

## [Ledge Trace Unreal engine 5](https://forums.unrealengine.com/t/ledge-trace-unreal-engine-5/1270795)

<div class="topic-metadata">

**Author:** [@Fosomayi](https://forums.unrealengine.com/u/Fosomayi)\
**Replies:** 0\
**Last updated:** [August 24, 2023, 10:38am UTC](https://forums.unrealengine.com/t/ledge-trace-unreal-engine-5/1270795 "2023-08-24T10:38:20Z")

</div>

0 I am trying to make a ledge climb system in Unreal engine 5. I have applied some capsule traces in order to detect the ledges, however I want the character to not move in the direction where the ledge is not detected …

---

## [Custom Trace Channel don't work](https://forums.unrealengine.com/t/custom-trace-channel-dont-work/346053)

<div class="topic-metadata">

**Author:** [@FilOne](https://forums.unrealengine.com/u/FilOne)\
**Replies:** 4\
**Last updated:** [July 25, 2023, 3:17pm UTC](https://forums.unrealengine.com/t/custom-trace-channel-dont-work/346053 "2023-07-25T15:17:15Z")

</div>

If create custom trace channel in Project Settings with default Ignore behaviour, it will won’t work with Line Trace By Channel in Blueprint. Despite the ignore config trace will be blocked. This problem isn’t pesented i…

---

## [Trace for Objects - BlockingHit is always true](https://forums.unrealengine.com/t/trace-for-objects-blockinghit-is-always-true/405013)

<div class="topic-metadata">

**Author:** [@Spoondog](https://forums.unrealengine.com/u/Spoondog)\
**Replies:** 6\
**Last updated:** [June 5, 2023, 9:05pm UTC](https://forums.unrealengine.com/t/trace-for-objects-blockinghit-is-always-true/405013 "2023-06-05T21:05:09Z")

</div>

If you perform a trace for objects and a hit is received, BlockingHit is True even if the actor that was hit blocks nothing. For example, if you do a “Sphere Trace For Objects” inside a TriggerVolume, and you include Wo…

---

## [Multi Box/Sphere Trace For Objects Every Tick Performance](https://forums.unrealengine.com/t/multi-box-sphere-trace-for-objects-every-tick-performance/1172807)

<div class="topic-metadata">

**Author:** [@Maderschaden](https://forums.unrealengine.com/u/Maderschaden)\
**Replies:** 1\
**Last updated:** [May 20, 2023, 8:00pm UTC](https://forums.unrealengine.com/t/multi-box-sphere-trace-for-objects-every-tick-performance/1172807 "2023-05-20T20:00:15Z")

</div>

Hi everyone. I just have one straight forward question: Is it possible to run a “Multi Box/Sphere Trace For Objects” once every tick? I specifically want to dynamically get all the objects in my immidate vicinity and th…

---

## [プレイヤーの正面から一定の角度内にいるアクタを取得したい](https://forums.unrealengine.com/t/topic/1139098)

<div class="topic-metadata">

**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 3\
**Last updated:** [April 24, 2023, 12:56pm UTC](https://forums.unrealengine.com/t/topic/1139098 "2023-04-24T12:56:20Z")

</div>

プレイヤーの正面から一定の角度内にいるアクタを取得するという、いわゆるコーントレースを行いたいのですが、良いやり方が思いつきません。 特定のアクタが一定の角度内にいるかを調べる方法は出てくるのですが、そうすると特定のアクタを取得するために範囲内から大量のアクタを処理する必要が出てくるため、遠くのアクタを判別する場合などでパフォーマンスに不安があります。 やりたいことは大体AI Perceptionに揃っているのでプレイヤーに転用でき…

[Next page](https://forums.unrealengine.com/tag/trace/799.md?match_all_tags=true&page=1&tags%5B%5D=Trace)
