Sweep collision doesn't work if the start loc and end loc both collide with the same surface
If SphereStartLoc and SphereEndLoc both intersect the same surface, then I either get no collision, or HitOut.Location == HitOut.ImpactPoint == SphereStartLoc. Even if just the very edge of the spheres are the only things that collide. I think I should get a proper hit location based on the sphere.
If SphereStartLoc doesn't intersect anything, but somewhere in between or at the end does, then I get a proper hit location.
HitOut.PenetrationDepth and HitOut.Normal seem to be set correctly.
In my test, I'm simply colliding with a basic cube (Modes->Place->Basic->Cube) static mesh actor.
I have entered a report for the behavior of Hit.Location and Hit.ImpactPoint when using a sweep sphere, UE-31047 .
answered May 19 '16 at 09:15 PM
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