Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Simple Raytrace distance = 0

I've written a function which raytraces directly downwards from the VR camera (to detect if the player is currently ducking), but the distance is returning 0 in the log.

I've avoided self- collision with AddIgnoredActor(this), and I can't detect what the raytrace is hitting.

Attempting to print out the name of the actor/component that gets hit in the log results in a crash (most likely because nullptr).

     // Ray Casting downwards from the HMD
     FHitResult* hitResult = new FHitResult();
     FVector hmdLocation = CameraComp->GetComponentLocation();
     FVector endTrace = hmdLocation + (FVector(0.0f, 0.0f, -90.0f) * 50.0f);
     FCollisionQueryParams traceHmdDistanceParams = FCollisionQueryParams(FName("HMD Duck Raycast"), true, this);
     traceHmdDistanceParams.AddIgnoredActor(this);     // Ignore ourselves in the collision detection
     GetWorld()->LineTraceSingleByChannel(*hitResult, hmdLocation, endTrace, ECC_WorldStatic, traceHmdDistanceParams); // Start Raycast
     // Show HMD raycasts in the world
     DrawDebugLine(GetWorld(), hmdLocation, endTrace, FColor::Red, true);
     if (hitResult->Distance <= duckingHeight)
         UE_LOG(LogTemp, Warning, TEXT("Player HIT actor / Distance to ground: %f"), hitResult->Distance);

Bit stuck here, any help appreciated.

Product Version: UE 4.21
more ▼

asked Mar 09 '19 at 09:39 PM in C++ Programming

avatar image

13 2 4 8

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Fixed. Multiple issues, the floor Static Mesh didn't have collision so the trace wasn't hitting anything. I've simplified the function also: https://i.imgur.com/H0knBxY.png

more ▼

answered Mar 10 '19 at 01:06 AM

avatar image

13 2 4 8

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question