Hi,
So I’m a math idiot and what flies completely over my head is the sequence of operations that we’re to perform in order for the DrawDebugLine to work properly.
My reasoning is such: since DrawDebugLine takes PlayerViewPointLocation as the starting point, why do we have to include PlayerViewPointLocation as a value for calculating LineTraceEnd?
I thought that for the calculation of LineTraceEnd all you need is playerViewPointRotator.Vector()*Reach, but obviously this doesn’t work. Not only does it not work, it doesn’t work in a surprising way, since if you calculate it like this the line will be static. It will draw the line using the starting player rotation and never update the line despite being a tick component and despite player rotation changing. Is there any chance I could get an ELI5 on why does it behave like this?