I’m like 80% sure this setup should work but there is a problem… My traces ignore the walls. I don’t know why, the floors and other columns get hit(they are all HISMS of this bp actor the macro exists in).
The collisions for all HISMs have the exact same setup and settings. The trace is big enough to hit the walls. It’s all setup correctly, it is either some sort of bug or I’m messing up something here.
This has to be a bug, no? Bump as this is a game breaking thing and traces should be working for hism components.
There is literally no reason this isn’t working and I don’t want to attempt to rollback my project.
Can an actual ue dev comment on this? Confirm that traces are working as intended I refuse to believe they can only hit one thing per attempt.
Edit1: Bump still no reply, traces still don’t detect certain components. Despite all settings being the same as the ones that are being detected. Literally no reason at all that HISM Component 1 is being detected but not the other components that have the exact same settings right next to it.
Can’t move forward on my project until this is fixed and it absolutely has to be a bug since all settings are the exact same and the trace collisions are detecting other, identical components.
The instances themselves, I’m trying to make sure that the function that places level details will “know” what hisms the trace has around it, then get the relevant tag/index to do stuff. But it straight up isn’t hitting certain ones.
The columns and floor that are being hit are also HISM Components in the same parent BP(Just like the walls). I literally made the floor part first and then copied/pasted the components to setup the other ones. So everything’s collision setup is exactly identical.
If I take that a step further and go into the actual static mesh editor they all have the same collision/trace responses.
I print a string off of every hit it doesn’t even say it’s hitting the walls; only the floor or columns. The radius is definitely covering the instance and they still return nothing.
So, yeah, I think it actually is ignoring my hits. I don’t think a visibility hit would block my other hits? I’m tracing a sphere up from the floor so I could see that potentially being an issue. but even if I trace top/down it still ignores the walls.
Okay you’re right, I meant just for components I guess? But does that distinction even matter? I’m just wanting to see if a wall(Or anything else with “x” tag) is in the way. Not removing though; just not placing if they’re gonna be obstructed.
If it isn’t even detecting the wall HISMs(Which I can confirm with a string) then me getting the hit index will still do nothing as it isn’t being detected.
And to reiterate I print string of the display name off every hit, I get a bunch of floors and columns but no walls. So for some reason they are just being ignored.
I took my trace function out of a macro and just put it into the event graph and now it works. This definitely has to be a bug as the function, collisions nor the HISM have changed in any way. The trace will not work when in a macro, but will when in event graph.
Oh well, not gonna ruin anything and now I can continue my project, just an annoying very niche engine bug. Thanks all for the help and responses.