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@Maxime66410
Created April 27, 2025 15:29
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Create a box trace V4
FHitResult HitResult;
FVector WorldCenter = Mesh->GetComponentLocation(); // Get the center of the meshFVector
SweepExtent = Mesh->GetStaticMesh()->GetBounds().BoxExtent; // Get the extent of the meshFRotator
ActorRotation = Mesh->GetComponentRotation(); // Get the rotation of the meshFQuat
QuatRotation = FQuat(ActorRotation); // Convert the rotation to a quaternion
SweepExtent += FVector(5.0f, 5.0f, 5.0f); // Add a little extra to the extent
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
QueryParams.bTraceComplex = true;
FCollisionShape BoxCollision = FCollisionShape::MakeBox(SweepExtent);
GetWorld()->SweepSingleByChannel(HitResult, WorldCenter, WorldCenter, QuatRotation, ECC_WorldStatic, BoxCollision, QueryParams);
DrawDebugBox(GetWorld(), WorldCenter, SweepExtent, QuatRotation, FColor::Red, false, 2.0f); // Draw a debug box to visualize the sweep
if(!HitResult.bBlockingHit)
{
DestroyBarricade();
}
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