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Trace doesnt follow static mesh component Rotation

Hello, to keep things short im trying to perform a trace "forward" from a static mesh component inside my blueprint, im using the following code to do so

 bool ATTRoom::DoorDirectionsMatch(ATTRoom* OtherRoom)
 {
     FVector OurLocNorm;
     FVector OtherLocNorm;
     FVector Direction;
     FCollisionQueryParams RV_TraceParams = FCollisionQueryParams(FName(TEXT("RV_Trace")), true, this);
     RV_TraceParams.bTraceComplex = true;
     RV_TraceParams.bTraceAsyncScene = true;
     RV_TraceParams.bReturnPhysicalMaterial = false;
     //Re-initialize hit info
     FHitResult RV_Hit(ForceInit);
     OurLocNorm = GetRoomDoors()->GetComponentLocation();
     OtherLocNorm = OtherRoom->GetRoomDoors()->GetComponentLocation();
 
 
     Direction = GetRoomDoors()->GetComponentRotation().Vector().ForwardVector;
 
     GetWorld()->LineTraceSingle(RV_Hit, OurLocNorm, OurLocNorm + Direction * 500,  ECC_WorldDynamic, RV_TraceParams);
 
     DrawDebugLine(
         GetWorld(),
         OurLocNorm,
         OurLocNorm + Direction * 1000, // 
         FColor(255, 0, 0),
         false, -1, 0,
         12.133
         );
 
     
 // other code
 }

It gives me the expected result which is a trace forward from the static mesh component ( the wall doors in thsi case )

alt text

Now the issue comes up when i try to rotate the room

alt text

As you can see the trace is still being done but for some reason it doesnt follow along the rotation of the door even tho i am using the rotation for the trace... Any help is always appreciated

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asked Jan 31 '15 at 03:15 PM in C++ Programming

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alvarofer0020
95 15 17 24

avatar image Zoc Feb 23 '15 at 01:31 AM

Did you find a solution for this? :)

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Phew i actually did found a solution i took the Room Location and used the .Left() and .Right() vector functions based on its rotation so they would point "forward" . Huge sorry for the delay

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answered Apr 03 '15 at 12:43 AM

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alvarofer0020
95 15 17 24

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