The version I came up with. Doing it this way you don’t get the actor till you actually hit something.
FHitResult Hit;
FCollisionQueryParams TraceParameters(TEXT(""), false, GetOwner());
bool HittingSomething = GetWorld()->LineTraceSingleByObjectType(
OUT Hit,
PlayerViewPointLocation,
LineTraceEnd,
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
TraceParameters
);
if (HittingSomething)
{
UE_LOG(LogTemp, Warning, TEXT("Grabber Report Hit: %s"),
*Hit.GetActor()->GetName()
);
}
Justin