How to line trace downwards?

How do i start a line trace at the beginning of play from my VR controllers, keep it going constantly from both controllers, and regardless of twist of the controller, have the line trace shoot down to the ground (or more accurately towards the navmesh under them) and give hit data. In this case to spawn a glyph particle that revolves (which i have code for, the linetrace goes out up from the controller not down to the ground), and then each glyph draws in two separate pawns that are the actual ‘characters’.

New control method i’m working on for VR games. i think it’ll bring back that feeling of ‘G.I. Joe vs. Godzilla’ action figure fights as a kid. and its my first real milestone. i’ve opened enough doors and transitioned enough levels…

line trace mechanics and ‘vector math’ is still very confusing to me. so ANY help is SUUUUPER appreciated. Because my searches have been not quite close enough to be able to give me what i need to know.

Some images, ask me for more specific things if it can help: i’m not sure what is important yet.

Telling the event to trigger when i click the grips because i haven’t figured out how to make it constant nor automatic yet.

Glyph to lure in characters. no characters to draw in yet, will implement after i get it to hit the right spots, ie places they can get to (which i guess means it shouldn’t just be ‘on hit anything below’ but only navmesh that the pawns can walk on or jump/ climb to)

281039-glyph.png

If you’re rotating the hand mesh, its up vector will also be rotating with it.

have the line trace shoot down to the
ground (or more accurately towards the
navmesh under them) and give hit data.

Screencap from something else I posted so bear with me.

If Random Loc here is the world position of the Hand Mesh, subtracting in Z only will give the End a location directly below it, 2000 units in this instance.