SweepMulti box shape

Hello, how can i use SweepMulti with box Shape?

I’m trying to use that:

GetWorld()->SweepMulti(outHits, points[i].location, points[i].location+FVector(0, 0, -100), FQuat::Identity, FCollisionShape::MakeBox(pointSize), ECollisionChannel::ECC_Visibility, objectList)

but it’s seems not working, it’s not return any hit result.
What means “End” in this function?

Same problem here,

Start is Z +15000
End is Z - 15000, i´ve tried different channels.

	// Initialize hit info
	TArray<FHitResult> HitOutList;

	// Get World Context
	TObjectIterator< APlayerController > CurrentPlayerController;
	if (!CurrentPlayerController) return HitOutList;

	FCollisionQueryParams TraceParams(FName(TEXT("MultiShapeTraceByChannel")), true, ActorToIgnore);
	TraceParams.bTraceComplex = true;

	// TraceParams.bTraceAsyncScene = true;
	TraceParams.bReturnPhysicalMaterial = ReturnPhysMat;

	// Ignore Actors
	TraceParams.AddIgnoredActor(ActorToIgnore);

	CurrentPlayerController->GetWorld()->SweepMultiByChannel(
		HitOutList, 
		Start, 
		End, 
		Rotation, 
		CollisionChannel, 
		CollisionShape, 
		TraceParams);

	return HitOutList;

Best regards,
Maik

Hi. Try debugging :

GetWorld()->DebugDrawTraceTag = "DebugTraceTag";

FComponentQueryParams params;

....

params.TraceTag="DebugTraceTag"
GetWorld()->SweepMulti(..... , params)

You see the debugging information about “SweepMulti” like here GetWorld()->ComponentSweepMulti() incorrect working - World Creation - Unreal Engine Forums

Thanks for the help, now i found why its not working.

First i had some problem with my collision profile configuration
Second i used the “Get Hit Result under Cursor” as a start for further operations in C++ with wrong channel.

My problem is solved now.

Best regards,
Maik