There is no question in my mind how much control the Unreal Collision engine gives you over the minutia of handling ray casting in the game world.
Although I wonder about how ray casting differs from standard collision in engine. Will I have to indicate what kind of object the Raycast is coming from? Is that handled by the component casting itself?
If it’s the former, I’m curious how easy it would be to build it out to make the available Collision Filtering options available on new Actor Components.