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Raycast doesn't detect my mesh


I created a class blueprint with a static mesh as root. In the event graph, I use LineTraceComponent on it, but the node never return true, even when it should. I tested and I'm sure the ray intersects the mesh. My mesh has a translucent material and use world position, does it change anything?

Also here is the collisions for my mesh: http://puu.sh/acdDd/e735f66904.png

What should I do?


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asked Jul 15 '14 at 10:34 AM in Blueprint Scripting

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I think it could be an issue with collsion channel settings. Try setting Trace response to Block.

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answered Jul 15 '14 at 10:43 AM

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avatar image Shelby Jul 15 '14 at 10:53 AM

Thanks, it works :), don't know how I missed it... But I still have a problem, my mesh is a place on which I set a material with world displacement to simulate waves. The problem is that ray cast doesn't apply to material, the normal I get is always 0,0,1.

avatar image mindfane Jul 15 '14 at 11:05 AM

That is expcted behavior. Anytdisplacement you do in vertex shader is only visual. As far as I know those displacements have no physical impact. Only thing that could possibly interact with those are GPU sprites (since they use the depth buffer for physics simulation)

avatar image Shelby Jul 15 '14 at 11:16 AM

Mmh ok, thank you.

Do you know what other way I could use to check if the camera is above or under the waves?

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