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<div class="tree-container mod-root nav-folder tree-item file-tree mod-nav-indicator" data-depth="0"><div class="tree-header"><span class="sidebar-section-header">PersonalNotes</span><button class="clickable-icon collapse-tree-button is-collapsed" aria-label="Collapse All"><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"></svg></button></div><div class="tree-scroll-area tree-item-children nav-folder-children"><div class="tree-item mod-tree-folder nav-folder mod-collapsible is-collapsed" style="display: none;"></div><div class="tree-item mod-tree-file nav-file" data-depth="1"><a class="tree-link" href="blueprint-penetration-trace.html"><div class="tree-item-contents nav-file-title"><span class="tree-item-title nav-file-title-content tree-item-inner">Blueprint Penetration Trace</span></div></a><div class="tree-item-children nav-folder-children"></div></div></div></div> <div class="tree-container mod-root nav-folder tree-item file-tree mod-nav-indicator" data-depth="0"><div class="tree-header"><span class="sidebar-section-header">lit.ruv.wtf - Docs</span><button class="clickable-icon collapse-tree-button is-collapsed" aria-label="Collapse All"><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"></svg></button></div><div class="tree-scroll-area tree-item-children nav-folder-children"><div class="tree-item mod-tree-folder nav-folder mod-collapsible is-collapsed" style="display: none;"></div><div class="tree-item mod-tree-file nav-file" data-depth="1"><a class="tree-link" href="blueprint-penetration-trace.html"><div class="tree-item-contents nav-file-title"><span class="tree-item-title nav-file-title-content tree-item-inner">Blueprint Penetration Trace Documentation</span></div></a><div class="tree-item-children nav-folder-children"></div></div><div class="tree-item mod-tree-file nav-file" data-depth="1"><a class="tree-link" href="index.html"><div class="tree-item-contents nav-file-title"><span class="tree-item-title nav-file-title-content tree-item-inner">Documentation Home</span></div></a><div class="tree-item-children nav-folder-children"></div></div></div></div>

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<br>This is a Blueprint Function Library with a few functions that are callable in AActors to do depth trace results, for use in things like projectiles and tools.<br><br><br> <br>This is a Blueprint Function Library with a few functions that are callable in AActors to do depth trace results, for use in things like projectiles and tools.<br><br><br>
<br>Depth-based trace <br>Depth-based trace
<br>Forward and backward trace results for bullet holes <br>Forward and backward trace results for bullet holes
<br>Simple to implement into existing systems <br>Simple to implement into existing systems
<br>Easy debug options <br>Easy debug options
<br><br><br>This node works by simulating depth using two line traces—one forward and one backward from the point of impact. These traces scan for objects in their paths and gather information about the hit results. The distance travelled through each material is multiplied by its density (defined in the material's physical properties), which determines how much the projectile is slowed down or whether it stops entirely. Finally, the node returns a list of hit results, including the total depth.<br><br>Depth Trace by Channel<br> <br><br><br>This node works by simulating depth using two line traces—one forward and one backward from the point of impact. These traces scan for objects in their paths and gather information about the hit results. The distance travelled through each material is multiplied by its density (defined in the material's physical properties), which determines how much the projectile is slowed down or whether it stops entirely. Finally, the node returns a list of hit results, including the total depth.<br><br>Depth Trace by Channel<br>
<img alt="DepthTraceByChannel.png" src="images/depthtracebychannel.png"><br> <img alt="DepthTraceByChannel.png" src="https://lit.ruv.wtf/docs/images/depthtracebychannel.png"><br>
Depth Trace for Objects<br> Depth Trace for Objects<br>
<img alt="DepthTraceForObjects.png" src="images/depthtraceforobjects.png"><br> <img alt="DepthTraceForObjects.png" src="https://lit.ruv.wtf/docs/images/depthtraceforobjects.png"><br>
Depth Trace by Profile<br> Depth Trace by Profile<br>
<img alt="DepthTraceByProfile.png" src="images/depthtracebyprofile.png"><br><br><br><br>This can be seamlessly integrated with existing systems with minimal changes to your current blueprint setup.<br>By simply replacing your current line trace nodes with the Depth Trace node, youll get the added benefit of depth effects.<br><br>While adding a custom collision channel is optional, it can be a bit more time-consuming and may cause other systems in your project to break if not set up correctly. By default, your existing channels might not be set to overlap, so setting up a new custom trace channel helps ensure compatibility.<br>To set up a custom trace channel in Unreal Engine, follow these steps:<br> <img alt="DepthTraceByProfile.png" src="https://lit.ruv.wtf/docs/images/depthtracebyprofile.png"><br><br><br><br>This can be seamlessly integrated with existing systems with minimal changes to your current blueprint setup.<br>By simply replacing your current line trace nodes with the Depth Trace node, youll get the added benefit of depth effects.<br><br>While adding a custom collision channel is optional, it can be a bit more time-consuming and may cause other systems in your project to break if not set up correctly. By default, your existing channels might not be set to overlap, so setting up a new custom trace channel helps ensure compatibility.<br>To set up a custom trace channel in Unreal Engine, follow these steps:<br>
<br>Go to Project Settings → Engine → Collision. <br>Go to Project Settings → Engine → Collision.
<br>In the Collision Channels section, click Add New. <br>In the Collision Channels section, click Add New.
<br>Set the following properties for the new channel: <br>Set the following properties for the new channel:
@@ -21,5 +21,5 @@ Depth Trace by Profile<br>
<br>For more detailed instructions on adding a custom object type to your project, you can refer to the <a data-tooltip-position="top" aria-label="https://dev.epicgames.com/documentation/en-us/unreal-engine/add-a-custom-object-type-to-your-project-in-unreal-engine" rel="noopener nofollow" class="external-link" href="https://dev.epicgames.com/documentation/en-us/unreal-engine/add-a-custom-object-type-to-your-project-in-unreal-engine" target="_blank">Unreal Engine Wiki on Custom Object Types</a>.<br><br>Default <a data-tooltip-position="top" aria-label="https://dev.epicgames.com/documentation/en-us/unreal-engine/physical-materials-user-guide-for-unreal-engine" rel="noopener nofollow" class="external-link" href="https://dev.epicgames.com/documentation/en-us/unreal-engine/physical-materials-user-guide-for-unreal-engine" target="_blank">Physical Material</a> properties are at 1 g/cm, but adding more physical properties into your game can add extra depth. <br><br><br><br><br> <br>For more detailed instructions on adding a custom object type to your project, you can refer to the <a data-tooltip-position="top" aria-label="https://dev.epicgames.com/documentation/en-us/unreal-engine/add-a-custom-object-type-to-your-project-in-unreal-engine" rel="noopener nofollow" class="external-link" href="https://dev.epicgames.com/documentation/en-us/unreal-engine/add-a-custom-object-type-to-your-project-in-unreal-engine" target="_blank">Unreal Engine Wiki on Custom Object Types</a>.<br><br>Default <a data-tooltip-position="top" aria-label="https://dev.epicgames.com/documentation/en-us/unreal-engine/physical-materials-user-guide-for-unreal-engine" rel="noopener nofollow" class="external-link" href="https://dev.epicgames.com/documentation/en-us/unreal-engine/physical-materials-user-guide-for-unreal-engine" target="_blank">Physical Material</a> properties are at 1 g/cm, but adding more physical properties into your game can add extra depth. <br><br><br><br><br>
<br><a data-tooltip-position="top" aria-label="https://opengameart.org/users/loafbrr1" rel="noopener nofollow" class="external-link" href="https://opengameart.org/users/loafbrr1" target="_blank">loafbrr_1</a> for the pistol model <br><a data-tooltip-position="top" aria-label="https://opengameart.org/users/loafbrr1" rel="noopener nofollow" class="external-link" href="https://opengameart.org/users/loafbrr1" target="_blank">loafbrr_1</a> for the pistol model
<br><a data-tooltip-position="top" aria-label="https://commons.wikimedia.org/wiki/File:B1_full_size_1500_target.jpg" rel="noopener nofollow" class="external-link" href="https://commons.wikimedia.org/wiki/File:B1_full_size_1500_target.jpg" target="_blank">Neil Francis</a> for the target image <br><a data-tooltip-position="top" aria-label="https://commons.wikimedia.org/wiki/File:B1_full_size_1500_target.jpg" rel="noopener nofollow" class="external-link" href="https://commons.wikimedia.org/wiki/File:B1_full_size_1500_target.jpg" target="_blank">Neil Francis</a> for the target image
]]></description><link>blueprint-penetration-trace.html</link><guid isPermaLink="false">Blueprint Penetration Trace.md</guid><dc:creator><![CDATA[Litruv]]></dc:creator><pubDate>Mon, 27 Jan 2025 20:10:17 GMT</pubDate><enclosure url="images/depthtracebychannel.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src="images/depthtracebychannel.png"&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[lit.ruv.wtf - Documentation]]></title><description><![CDATA[ ]]></description><link>https://lit.ruv.wtf/docs/blueprint-penetration-trace.html</link><guid isPermaLink="false">Blueprint Penetration Trace.md</guid><dc:creator><![CDATA[Litruv]]></dc:creator><pubDate>Mon, 27 Jan 2025 20:13:15 GMT</pubDate><enclosure url="https://lit.ruv.wtf/docs/images/depthtracebychannel.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src="https://lit.ruv.wtf/docs/images/depthtracebychannel.png"&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Documentation Home]]></title><description><![CDATA[
<br>Welcome to the docs, I make blueprint plugins, many are in the works, but they'll come out here as I go<br><br><br>If you require more support, come say hi on my <a data-tooltip-position="top" aria-label="https://discord.gg/b8ctQBaaax" rel="noopener nofollow" class="external-link" href="https://discord.gg/b8ctQBaaax" target="_blank">discord</a>. <a rel="noopener nofollow" class="external-link" href="https://discord.gg/b8ctQBaaax" target="_blank">https://discord.gg/b8ctQBaaax</a>]]></description><link>index.html</link><guid isPermaLink="false">index.md</guid><dc:creator><![CDATA[Litruv]]></dc:creator><pubDate>Mon, 27 Jan 2025 20:09:48 GMT</pubDate></item></channel></rss> <br>Welcome to the docs, I make blueprint plugins, many are in the works, but they'll come out here as I go<br><br><br>If you require more support, come say hi on my <a data-tooltip-position="top" aria-label="https://discord.gg/b8ctQBaaax" rel="noopener nofollow" class="external-link" href="https://discord.gg/b8ctQBaaax" target="_blank">discord</a>. <a rel="noopener nofollow" class="external-link" href="https://discord.gg/b8ctQBaaax" target="_blank">https://discord.gg/b8ctQBaaax</a>]]></description><link>https://lit.ruv.wtf/docs/index.html</link><guid isPermaLink="false">index.md</guid><dc:creator><![CDATA[Litruv]]></dc:creator><pubDate>Mon, 27 Jan 2025 20:13:31 GMT</pubDate></item></channel></rss>

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