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How to sweep by scaling a sphere?

I'm curious how to use SweepSingleByChannel. I see that it has a start and end vector, and a collision shape. I'm guessing it takes the collision shape and moves it between the start and end vector. For my purposes all I really need to do is have the sphere shape scale from zero to a designated size, this would determine if anything is within the radius of the sphere and return that. But when I just use a start location for both start and end, and set the sphere to the size I want I don't get a return on it.

Product Version: UE 4.13
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asked Sep 29 '16 at 07:49 PM in C++ Programming

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Thumper
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avatar image pulp_user Dec 14 '16 at 03:39 PM

Unfortunately i cannot answer your question, but I have a similar one. I am looking for the exact same thing as you, so that I can have usefull Vectors, when a actor using physics is overlapping with a sphere. The event doesn't yield usefull data, as the moving actor does not use sweep but rather physics itsself. Do you know some way to get usefull data out of that overlap event? Or maybe have the moving actor use sweep, despite being moved by the physics simulation?

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try this video here, it's Russian but you can copy some code: https://www.youtube.com/watch?v=Qe2Zjt40d4U

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answered Jul 16 '17 at 12:49 PM

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GizmoMKD
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