Can a line trace detect a non-existant, theoretical plane?

Hi all,

Is there any way to detect if a line trace crosses a specified plane (by specified I mean it’s coordinates are specified) without having to actually have an invisible plane actor in the world? So, say would it be possible to detect the coordinates at which a line trace crosses the X=10 plane without spawning in an invisible plane at that location and doing a line trace for it?

Thanks, and if this was too badly explained please ask and I will try to explain it better.

There’s something called Line Plane Intersection (Origin & Normal). It creates a virtual plane and returns Intersection vector. The T on the node returns the distance, I think - it’s not documented (it wasn’t when I looked it up years ago) so not 100% sure, from the top of my head.

One thing I would add is that sometimes people get stuck on how to properly build the plane struct. Easiest way is to use the MakePlaneFromPointAndNormal node.

269525-lineplaneint.png

Thank you both for this, this is just what I was looking for. I already went ahead yesterday and made something with an invisible plane that ignored all collision and trace channels except a custom trace channel I made, and I used that channel in my line trace. Is this really bad for performance ect? Should I go back and replace that code with the LinePlaneIntersection node or not bother as they are both doing a similar thing? Thanks

I meant this, so you do not need to build a plane, it’s infinite:

269551-capture.png

edit: i guess it would be identical in the end.

I’d say stick with what you have, you can always go back and refactor later. Somehow I doubt an extra line trace ticking in the background will have any impact on the overall performance.

Thanks for the advice, I’ll go with that