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Raycasting doesn't return anything.

I am raycasting from c++ to a blutprint which is an actor.

The code looks like this:

     FHitResult f(ForceInit);
     FVector pos;
     FVector dir;
     FCollisionQueryParams CombatCollisionQuery(FName(TEXT("CombatTrace")), true, NULL); 
     CombatCollisionQuery.bTraceComplex = true;
     CombatCollisionQuery.bTraceAsyncScene = false;
     CombatCollisionQuery.bReturnPhysicalMaterial = false;
     pc->DeprojectMousePositionToWorld(pos, dir);
     FVector mouseEnd = dir * 100000;
     this->Mesh->LineTraceComponent(f, pos, mouseEnd, CombatCollisionQuery);
     FString s = FString(f.Location.ToString());
     auto a = pc->GetWorld();
     DrawDebugLine(a, pos, mouseEnd , FColor(1.0f,0.f,0.f,1.f),false,10.f);
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, s);

Which looks like this

alt text

note that I have moved the camera a bit so that you can see the debug rays

The rays seem to be in the correct position. The object that you see is a Blueprint actor with a static mesh and the collision is set to block all, and a static light that I can trigger with the left mouse button via the OnClicked event, which is probably also doing a raycast.

The hit location is always 0 0 0, and it also doesn't find an actor.

What have I done wrong?

Product Version: Not Selected
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asked Mar 26 '14 at 02:01 PM in C++ Programming

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I found the error, I just needed to use LineTraceSingle from UWorld.

 this->GetWorld()->LineTraceSingle(f, pos, mouseEnd, ECC_WorldStatic,CombatCollisionQuery);

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answered Mar 27 '14 at 02:40 PM

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