FCollisionQueryParams TraceParams(FName(TEXT("")), false, GetOwner());
GetWorld()->LineTraceSingleByObjectType(OUT ActorHit, PlayerViewPointLocation, LineTraceEnd,
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody), TraceParams
);
if (ActorHit.GetActor())
{
UE_LOG(LogTemp, Warning, TEXT("Actor that I am hitting is %s"), *ActorHit.GetActor()->GetName());
}
}
How can I add multiple actors to ignore list like we are ignoring GetOwner() here.
Is there a better way to do this working with multiple actors eg: have a certain type of tower in my game attack a certain type of Actor/Hero only. So I can create booleans or Actor Array but what should I do exactly