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[4.22] "SphereTraceForObjects" node is not working anymore


I migrated my project from 4.21 to 4.22 and noticed that my lock on event which uses sphere trace for object is not working. It does not generate any hits.

I also tried creating a new project from scratch and the same thing happens.

Thank you.

Product Version: UE 4.22
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asked Apr 02 '19 at 10:09 PM in Bug Reports

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avatar image v01dmaester Apr 03 '19 at 11:04 AM

I have the same issue as well with multispheretraceforobjects

avatar image Hichigo Apr 03 '19 at 12:58 PM

I have the same problem in 4.22, I checked

  • "SphereTraceByChannel"

  • "SphereTraceForObjects"

  • "BoxTraceByChannel"

  • "BoxTraceForObjects"

they do not work

--- edit ---

The amendment does not work if the start/end trace same.

in 4.21 it works with the start / end same

start = getActorLocation()

end = getActorLocation()

avatar image Hassunami Apr 03 '19 at 02:38 PM

I have checked with a different start and end vectors and and confirm that it works.

I have reported the issue and linked to this thread using the new submission form.

Hopefully this will get fixed soon.

avatar image Jeff A ♦♦ STAFF Apr 03 '19 at 01:56 PM


We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



avatar image Vexar Jun 16 '19 at 05:14 PM

My entire project's AI is broken because of this issue, I am using the sphere trace as a proximity filter before doing anymore work with the AI to target so when this is broken it never moves forward. This is the method they show in the AI tutorials surprised this wasn't fixed in a point release.

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3 answers: sort voted first

Hello all,

This is a known issue,


as a workaround, make the start or end position a tiny bit different.

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answered Apr 03 '19 at 06:55 PM

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Alex O ♦♦ STAFF
2.8k 5 10 11

avatar image HeliaXDemoN Apr 10 '19 at 03:49 PM

This is a huge problem, please up vote the issue.

avatar image Travinator98 Jun 25 '19 at 01:44 AM

As far as i know this still hasn't been addressed. As is stated above, this isn't a minor thing and affects all shape based traces as far as I can tell. This is a massive issue. At the VERY LEAST we should have been informed that this was going to be required for traces from now on if it was a design decision. This took me literally weeks to find the issue after I updated my project.

avatar image Alex O ♦♦ STAFF Jun 25 '19 at 02:02 PM

This was assigned to a new engineer last week and is internally classified as 'in progress' (so that's something!)

In the meantime, making the end different from the start even just by one unit will workaround this!

avatar image Travinator98 Jul 03 '19 at 04:24 AM

Ok, thank you for the response. I was a bit worried I would have to revert to an older engine version because of this bug

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Hey, guys, I looked at the source code of the trace function, it looks like it should be. MyWorld->SweepSingleByChannel() -> FPhysicsInterface::GeomSweepSingle() - > TSceneCastCommon()


Here is the delta between the beginning and the end, and then there is a check that the difference is not too small. If the difference is less than a very small number, then the trace will not work.

     bool bHaveBlockingHit = false;

     FVector Delta = End - Start;
     float DeltaMag = Delta.Size();
     float MinBlockingDistance = DeltaMag;
     if (DeltaMag > KINDA_SMALL_NUMBER)
         trace true
     bHaveBlockingHit = bBlockingHit;
     return bHaveBlockingHit;
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answered Apr 03 '19 at 03:09 PM

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avatar image Yakim Apr 03 '19 at 03:19 PM

You can use collision components (USphereCollision and etc) or these functions below. alt text

avatar image blink7 May 07 '19 at 09:28 PM

These functions only provide overlapped actors/components, not Hit result, so this is useless in most cases...

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I have the same issue with Line tracing, as well as. I have a custom collision channel set up, and when doing a LineTrace by Channel, or a UnderCursor by Cannel it doesnt detect any collision... Made my whole project unusable...

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answered May 27 '19 at 06:46 AM

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