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 )

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

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

Did you find a solution for this? :slight_smile:

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