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<pre class="frontmatter language-yaml" tabindex="0"
style="display: none;"><code class="language-yaml is-loaded"><span class="token key atrule">title</span><span class="token punctuation">:</span> Blueprint Penetration Trace Documentation</code><button class="copy-code-button"><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" class="svg-icon lucide-copy"><rect x="8" y="8" width="14" height="14" rx="2" ry="2"></rect><path d="M4 16c-1.1 0-2-.9-2-2V4c0-1.1.9-2 2-2h10c1.1 0 2 .9 2 2"></path></svg></button></pre>
<div class="markdown-preview-sizer markdown-preview-section">
<h1 class="page-title heading inline-title" id="Blueprint Penetration Trace Documentation">Blueprint
Penetration Trace Documentation</h1>
<div class="el-p">
<p dir="auto">This is a <code>Blueprint Function Library</code> with a few functions that are
callable in <code>AActors</code> to do depth trace results, for use in things like
projectiles and tools.</p>
</div>
<div class="el-p">
<p dir="auto"><span alt="TraceExample.mp4" src="TraceExample.mp4"
class="internal-embed media-embed video-embed is-loaded"><video controls=""
preload="metadata" src="images/traceexample.mp4" style=""></video></span></p>
</div>
<div class="el-h2 heading-wrapper">
<h2 data-heading="Features" dir="auto" class="heading" id="Features">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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" class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>Features
</h2>
<div class="heading-children">
<div class="el-ul">
<ul>
<li data-line="0" dir="auto">Depth-based trace</li>
<li data-line="1" dir="auto">Forward and backward trace results for bullet holes
</li>
<li data-line="2" dir="auto">Simple to implement into existing systems</li>
<li data-line="3" dir="auto">Easy debug options</li>
</ul>
</div>
<div class="el-hr">
<hr>
</div>
</div>
</div>
<div class="el-h2 heading-wrapper">
<h2 data-heading="How it works" dir="auto" class="heading" id="How_it_works">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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" class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>How it works
</h2>
<div class="heading-children">
<div class="el-p">
<p dir="auto">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.</p>
</div>
</div>
</div>
<div class="el-h2 heading-wrapper">
<h2 data-heading="Variants" dir="auto" class="heading" id="Variants">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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" class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>Variants
</h2>
<div class="heading-children">
<div class="el-p">
<p dir="auto">Depth Trace by Channel<br>
<span alt="DepthTraceByChannel.png" src="DepthTraceByChannel.png"
class="internal-embed media-embed image-embed is-loaded"><img
alt="DepthTraceByChannel.png"
src="images/depthtracebychannel.png"></span><br>
Depth Trace for Objects<br>
<span alt="DepthTraceForObjects.png" src="DepthTraceForObjects.png"
class="internal-embed media-embed image-embed is-loaded"><img
alt="DepthTraceForObjects.png"
src="images/depthtraceforobjects.png"></span><br>
Depth Trace by Profile<br>
<span alt="DepthTraceByProfile.png" src="DepthTraceByProfile.png"
class="internal-embed media-embed image-embed is-loaded"><img
alt="DepthTraceByProfile.png" src="images/depthtracebyprofile.png"></span>
</p>
</div>
<div class="el-h3 heading-wrapper">
<h3 data-heading="Input" dir="auto" class="heading" id="Input">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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"
class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>Input
</h3>
<div class="heading-children">
<div class="el-table" dir="ltr" style="overflow-x: auto;">
<table>
<thead>
<tr>
<th dir="ltr"><strong>Member</strong></th>
<th dir="ltr"><strong>Definition</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td dir="ltr"><strong>Start</strong></td>
<td dir="ltr">Start of the Trace</td>
</tr>
<tr>
<td dir="ltr"><strong>End</strong></td>
<td dir="ltr">End of the Trace</td>
</tr>
<tr>
<td dir="ltr"><strong>Trace Complex</strong></td>
<td dir="ltr">If the trace will use <a data-tooltip-position="top"
aria-label="https://dev.epicgames.com/documentation/en-us/unreal-engine/simple-versus-complex-collision-in-unreal-engine"
rel="noopener nofollow" class="external-link"
href="https://dev.epicgames.com/documentation/en-us/unreal-engine/simple-versus-complex-collision-in-unreal-engine"
target="_blank">Complex Collision</a></td>
</tr>
<tr>
<td dir="ltr"><strong>Actors To Ignore</strong></td>
<td dir="ltr">Array of Actors, to ignore while tracing</td>
</tr>
<tr>
<td dir="ltr"><strong>Draw Debug Type</strong></td>
<td dir="ltr">Draw Debug Arrows over Time, or Persistently</td>
</tr>
<tr>
<td dir="ltr"><strong>Ignore Self</strong></td>
<td dir="ltr">If the traces should ignore the Current actor (Self)
</td>
</tr>
<tr>
<td dir="ltr"><strong>Trace Color</strong></td>
<td dir="ltr">The color of the trace, when it's not going through
anything.</td>
</tr>
<tr>
<td dir="ltr"><strong>Trace Hit Color</strong></td>
<td dir="ltr">The color of the trace, when it's going through
something.</td>
</tr>
<tr>
<td dir="ltr"><strong>Draw Time</strong></td>
<td dir="ltr">Amount of time to draw debug lines (if not persistent)
</td>
</tr>
<tr>
<td dir="ltr"><strong>Max Depth</strong></td>
<td dir="ltr">Maximum depth for the trace to go</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
</div>
<div class="el-h2 heading-wrapper">
<h2 data-heading="Implementing into existing systems" dir="auto" class="heading"
id="Implementing_into_existing_systems">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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" class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>Implementing into existing systems
</h2>
<div class="heading-children">
<div class="el-p">
<p dir="auto">This can be seamlessly integrated with existing systems with minimal
changes to your current blueprint setup.</p>
</div>
<div class="el-p">
<p dir="auto">By simply replacing your current line trace nodes with the Depth Trace
node, youll get the added benefit of depth effects.</p>
</div>
</div>
</div>
<div class="el-h2 heading-wrapper">
<h2 data-heading="Adding Trace Collision Channel (optional)" dir="auto" class="heading"
id="Adding_Trace_Collision_Channel_(optional)">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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" class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>Adding Trace Collision Channel (optional)
</h2>
<div class="heading-children">
<div class="el-p">
<p dir="auto">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.</p>
</div>
<div class="el-p">
<p dir="auto">To set up a custom trace channel in Unreal Engine, follow these steps:</p>
</div>
<div class="el-ol">
<ol>
<li data-line="0" dir="auto">Go to <strong>Project Settings → Engine →
Collision</strong>.</li>
<li data-line="1" dir="auto">In the <strong>Collision Channels</strong> section,
click <strong>Add New</strong>.</li>
<li data-line="2" dir="auto">
<div class="list-collapse-indicator collapse-indicator collapse-icon"><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"
class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>Set the following properties for the new channel:
<ul>
<li data-line="3" dir="auto"><strong>Name</strong>: <code>Projectile</code>
(or a name of your choice)</li>
<li data-line="4" dir="auto"><strong>Default Response</strong>:
<code>Overlap</code></li>
</ul>
</li>
</ol>
</div>
<div class="el-p">
<p dir="auto">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>.</p>
</div>
</div>
</div>
<div class="el-h2 heading-wrapper">
<h2 data-heading="Physical materials (optional)" dir="auto" class="heading"
id="Physical_materials_(optional)">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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" class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>Physical materials (optional)
</h2>
<div class="heading-children">
<div class="el-p">
<p dir="auto">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 <strong>1 g/cm</strong>,
but adding more physical properties into your game can add extra depth. </p>
</div>
<div class="el-h3 heading-wrapper">
<h3 data-heading="Example Material Densities" dir="auto" class="heading"
id="Example_Material_Densities">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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"
class="svg-icon right-triangle">
<path d="M3 8L12 17L21 8"></path>
</svg></div>Example Material Densities
</h3>
<div class="heading-children">
<div class="el-table" dir="ltr" style="overflow-x: auto;">
<table>
<thead>
<tr>
<th dir="ltr">Material</th>
<th dir="ltr">Density (g/cm³)</th>
</tr>
</thead>
<tbody>
<tr>
<td dir="ltr">Styrofoam</td>
<td dir="auto">0.1</td>
</tr>
<tr>
<td dir="ltr">Pine Wood</td>
<td dir="auto">0.5</td>
</tr>
<tr>
<td dir="ltr">Water</td>
<td dir="auto">0.5</td>
</tr>
<tr>
<td dir="ltr">Glass</td>
<td dir="auto">1</td>
</tr>
<tr>
<td dir="ltr">Concrete</td>
<td dir="auto">2.4</td>
</tr>
<tr>
<td dir="ltr">Aluminum</td>
<td dir="auto">2.7</td>
</tr>
<tr>
<td dir="ltr">Iron/Steel</td>
<td dir="auto">7.8</td>
</tr>
<tr>
<td dir="ltr">Copper</td>
<td dir="auto">8.9</td>
</tr>
<tr>
<td dir="ltr">Lead</td>
<td dir="auto">11.3</td>
</tr>
</tbody>
</table>
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stroke-linejoin="round" class="svg-icon right-triangle">
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</svg></div>Acknowledgements
</h2>
<div class="heading-children">
<div class="el-ul">
<ul>
<li data-line="0" dir="auto"><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</li>
<li data-line="1" dir="auto"><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</li>
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---
title: Blueprint Depth Trace
---
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.
![[TraceExample.mp4]]
## Features
- Depth-based trace
- Forward and backward trace results for bullet holes
- Physics material based density calculations
- Simple to implement into existing systems
- Easy debug options
---
## How it works
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.
## Variants
Depth Trace by Channel
![[DepthTraceByChannel.png]]
Depth Trace for Objects
![[DepthTraceForObjects.png]]
Depth Trace by Profile
![[DepthTraceByProfile.png]]
### Input
| **Member** | **Definition** |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Start** | Start of the Trace |
| **End** | End of the Trace |
| **Trace Complex** | If the trace will use [Complex Collision](https://dev.epicgames.com/documentation/en-us/unreal-engine/simple-versus-complex-collision-in-unreal-engine) |
| **Actors To Ignore** | Array of Actors, to ignore while tracing |
| **Draw Debug Type** | Draw Debug Arrows over Time, or Persistently |
| **Ignore Self** | If the traces should ignore the Current actor (Self) |
| **Trace Color** | The color of the trace, when it's not going through anything. |
| **Trace Hit Color** | The color of the trace, when it's going through something. |
| **Draw Time** | Amount of time to draw debug lines (if not persistent) |
| **Max Depth** | Maximum depth for the trace to go |
## Implementing into existing systems
This can be seamlessly integrated with existing systems with minimal changes to your current blueprint setup.
By simply replacing your current line trace nodes with the Depth Trace node, youll get the added benefit of depth effects.
## Adding Trace Collision Channel (optional)
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.
To set up a custom trace channel in Unreal Engine, follow these steps:
1. Go to **Project Settings → Engine → Collision**.
2. In the **Collision Channels** section, click **Add New**.
3. Set the following properties for the new channel:
- **Name**: `Projectile` (or a name of your choice)
- **Default Response**: `Overlap`
For more detailed instructions on adding a custom object type to your project, you can refer to the [Unreal Engine Wiki on Custom Object Types](https://dev.epicgames.com/documentation/en-us/unreal-engine/add-a-custom-object-type-to-your-project-in-unreal-engine).
## Physical materials (optional)
Default [Physical Material](https://dev.epicgames.com/documentation/en-us/unreal-engine/physical-materials-user-guide-for-unreal-engine) properties are at **1 g/cm**, but adding more physical properties into your game can add extra depth.
### Example Material Densities
| Material | Density (g/cm³) |
| ---------- | --------------- |
| Styrofoam | 0.1 |
| Pine Wood | 0.5 |
| Water | 0.5 |
| Glass | 1 |
| Concrete | 2.4 |
| Aluminum | 2.7 |
| Iron/Steel | 7.8 |
| Copper | 8.9 |
| Lead | 11.3 |
---
## Acknowledgements
- [loafbrr_1](https://opengameart.org/users/loafbrr1) for the pistol model
- [Neil Francis](https://commons.wikimedia.org/wiki/File:B1_full_size_1500_target.jpg) for the target image

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<div class="markdown-preview-sizer markdown-preview-section">
<h1 class="page-title heading inline-title" id="Documentation Home">Documentation Home</h1>
<div class="el-p">
<p dir="auto">Welcome to the docs, I make blueprint plugins, many are in the works, but they'll
come out here as I go</p>
</div>
<div class="el-h2 heading-wrapper">
<h2 data-heading="[[Blueprint Penetration Trace]]" dir="auto" class="heading"
id="[[Blueprint_Penetration_Trace]]">
<div class="heading-collapse-indicator collapse-indicator collapse-icon"><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"
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</svg></div><a data-href="Blueprint Penetration Trace"
href="blueprint-penetration-trace.html" class="internal-link" target="_self"
rel="noopener nofollow">Blueprint Penetration Trace</a>
</h2>
<div class="heading-children">
<div class="el-p">
<p dir="auto"><span alt="TraceExample.mp4" src="TraceExample.mp4"
class="internal-embed media-embed video-embed is-loaded"><video controls=""
preload="metadata" src="images/traceexample.mp4"></video></span>
</p>
</div>
<div class="el-p">
<p dir="auto">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
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href="https://discord.gg/b8ctQBaaax"
target="_blank">https://discord.gg/b8ctQBaaax</a></p>
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class="tree-item-title"><a data-href="Blueprint Penetration Trace"
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Trace</a></span></div>
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<rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[lit.ruv.wtf - Docs]]></title><description><![CDATA[Obsidian digital garden]]></description><link>https://lit.ruv.wtf/docs/</link><image><url>https://lit.ruv.wtf/docs/lib/media/favicon.png</url><title>lit.ruv.wtf - Docs</title><link>https://lit.ruv.wtf/docs/</link></image><generator>Webpage HTML Export plugin for Obsidian</generator><lastBuildDate>Mon, 27 Jan 2025 20:15:23 GMT</lastBuildDate><atom:link href="https://lit.ruv.wtf/docs/lib/rss.xml" rel="self" type="application/rss+xml"/><pubDate>Mon, 27 Jan 2025 20:15:23 GMT</pubDate><copyright><![CDATA[Litruv]]></copyright><ttl>60</ttl><dc:creator>Litruv</dc:creator><item><title><![CDATA[Blueprint Penetration Trace Documentation]]></title><description><![CDATA[
<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>Forward and backward trace results for bullet holes
<br>Simple to implement into existing systems
<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>
<img alt="DepthTraceByChannel.png" src="https://lit.ruv.wtf/docs/images/depthtracebychannel.png"><br>
Depth Trace for Objects<br>
<img alt="DepthTraceForObjects.png" src="https://lit.ruv.wtf/docs/images/depthtraceforobjects.png"><br>
Depth Trace by Profile<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>In the Collision Channels section, click Add New.
<br>Set the following properties for the new channel:
<br>Name: Projectile (or a name of your choice)
<br>Default Response: Overlap
<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://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>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>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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/* Completely remove scrollbar buttons */
::-webkit-scrollbar-button {
display: none !important;
width: 0 !important;
height: 0 !important;
background: transparent !important;
}
::-webkit-scrollbar-corner {
background-color: transparent;
}
/* Firefox scrollbar - hide buttons */
* {
scrollbar-width: thin;
scrollbar-color: #505050 var(--ifm-background-color);
}
/* Highlight animation */
@keyframes highlight {
0% { background-color: rgba(33, 150, 243, 0.2); }
100% { background-color: transparent; }
}
.markdown-content h1.highlight,
.markdown-content h2.highlight,
.markdown-content h3.highlight,
.markdown-content h4.highlight,
.markdown-content h5.highlight,
.markdown-content h6.highlight {
animation: highlight 2s ease-out;
}
@media (max-width: 1000px) {
.menu-button {
display: block;
}
.left-sidebar {
position: fixed;
left: -100%;
top: var(--title-bar-height);
bottom: 0;
z-index: 100;
transition: var(--sidebar-transition);
}
.right-sidebar {
display: none;
}
.left-sidebar.show {
left: 0;
box-shadow: 2px 0 8px rgba(0, 0, 0, 0.2);
}
.content {
padding: 1.5rem;
}
}
.title-text {
display: flex;
align-items: center;
gap: 0.5rem;
}
.title-text .brand {
color: var(--ifm-color-primary);
font-weight: 800;
letter-spacing: -0.01em;
font-size: 1.2rem;
}
.title-text .divider,
.title-text .page-title {
font-size: 0.9rem;
}