Debug print of sphere trace against the gargoyle makes no sense

lecture 88 of CryptRaider

Basically the sphere trace is set to the Grabber’s ECC_EngineTraceChannel but
it still collides with everything in the scene including BP_Player.






Could you post the logs that you get as well?

video

just prints stuff like

LogTemp: Display: HIT ACTOR NAME: SM_Dungeon_Wall15
LogTemp: Display: HIT ACTOR NAME: BP_Player

Basically its not honoring the collision channel filter. if you walk up close enough to something it will print out its name.

I’m not seeing anything wrong with what you’ve shown. What’s the response for the mesh?

If that’s fine would you mind sending me your project using the following link?

https://gdev.tv/projectupload

Please use File > Zip Project within Unreal as this will ensure only required files are zipped up and things like the Binaries are excluded.

submitted but not entirely sure it worked. zip was 2gb so i uploaded to google drive and tried to select that. it seemed let me but it didnt show on the form.

It did not upload. Would you mind uploading it to your own Google Drive or similar service and providing a link here?

https://drive.google.com/file/d/1hs1zmeMwGQbSIt7Btkgo2RvFUpvSOISj/view?usp=sharing

Requested access.

access granted

You used ECC_EngineTraceChannel2 instead of ECC_GameTraceChannel2. Sorry I missed that from your screenshot.

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