[BUG] Multi Line Trace By Channel never return if not hitting anything

As title, I use the UFO from content example(migrate from older version), tested with original trace node delete and replaced with a new one.

If I set the trace distance too short, it will even block possession, trace happen on tick line, so after spawn and before possession, it will block further calls.(thus empty screen except sky dome)

I also test single line one, same deal. I don’t know about other trace nodes, but since trace is getting used a lot, you guys better fix it soon.

Note: project is created from 4.0.2 blank blueprint, so as all other assets, as long as trace hit something it works fine.

I dig a little big and end up in PhysXCollision.cpp where it call raycastSingle()
So I can’t continue to see where is the actual problem. It could be that in new API this call never returns when hits nothing.

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

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