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"

Detecting Left/Right Side Collision Problem

I have a capsule trace on my character that gets the right vector of its capsule component along with the hit location and returns the inverse sin of the dot product of the two vectors, I then have a bool that will check if its less than 0 or greater than 0.

The problem is some surfaces will result in 0 degrees and won't allow for the bools to be triggered how do I go about detecting the sides on these surfaces?

Product Version: UE 4.21
more ▼

asked May 30 '19 at 07:11 AM in Blueprint Scripting

avatar image

75 2 4 8

avatar image Jinkuu May 31 '19 at 03:50 AM


avatar image Lardo Deepdelver May 31 '19 at 04:52 AM

you just want to test if it's left or right hit of the capsule trace? or left or right hit on the character?

Wouldn't the hit side already be clear by the right vector and the trace direction?

avatar image Jinkuu May 31 '19 at 06:19 AM

I'd like the left or right hit of the capsule trace, I use a capsule trace because I'd like to detect within a margin of error of it deciding if its left or right.

It's a wall ride system so the capsule trace allows for my character to detect rounded surfaces etc while its moving along it and deciding if its hitting on that surface or not. It also uses the impact normal to set the actors rotation along the surface.

My problem is the system I implemented will return 0 degrees on certain surfaces and the bools won't be triggered since its not greater or lesser than 0.

avatar image Lardo Deepdelver May 31 '19 at 07:44 AM

C++ or Blueprint

as a side node on capsule trace as far as I know this has no rotation, basically it's always a standing capsule you can not rotate hope that is okay for your application

which also means the right vector of your capsule component is only applicable for a capsule trace if the capsule component does only rotate yaw

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

0 answers: sort voted first
Be the first one to answer this question
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