Blueprint Line & Shape Traces | Live Training | Unreal Engine

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Ian and Alexander cover a number of ways available in Unreal Engine 4 to trace/ray cast. Tracing is an integral part of gaining information about the level, state of Actors, or even gettinga reference to an Actor at a location. Beyond this, traces that return everything they hit can be leveraged to determine anything from the number of walls around an object to a target location to if a character can fit through a gap.

[00:01:30] Getting Started
[00:06:25] Channel Traces
[00:13:10] Multi Channel Traces
[00:17:00] Creating New Collision Channels
[00:20:07] Object Traces
[00:24:56] Shape Traces
[00:34:58] Cost & Profiling
[00:55:07] Pushing the System
[01:00:28] Q&A
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Great stuff guys. Only thing missing is reindeer horns for Ian

jayadams
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This is WAY too old, but, for back faces, what I'd do, it's duplicate the first vector, pivot it 180° from the end, do a MultiLineTraceForObjects and pick the last one.

VectorA hits the object.
180° rotated VectorA hits the exact opposite side of the object.

joacotossello
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How can we hit a specific point on actor????

waseemhaji
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Performance heavy task...

One single trace.. Updating start location radius endpoint and direction... You can recycle it for anything...

Performance optimisation...

Sweep don't trace...

troyhayder
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How do you stop the trace firing many times, so just once per trace

ronnieochero
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why there is no cone trace ? which is essentiel

abdelhaksaouli
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Can anyone explain the break hit result outputs? Specifically I want to know how the time output works.

ty_teynium
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1:13:38 so how would one trace to the face of a skeletal mesh?

jonathanl
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+Unreal Engine how to move an actor A to another actor B when it detects it (Actor B) using the radial traces?

hodaelsayed
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Can someone explain how to draw a Spline along a trace? Thanks

benveasey
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26:24 Unreliable? or is it Unreal-iable?! ;D

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