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UKismetSystemLibrary::LineTraceSingleByProfile

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticBlueprintCallable

Description

Traces a line from Start to End against the world using a named Collision Profile and returns the first blocking hit. Exposed to Blueprint as 'Line Trace By Profile'.

Caveats & Gotchas

  • ProfileName must exactly match a profile defined in Project Settings > Engine > Collision (or a project's DefaultEngine.ini); it evaluates that profile's whole response template rather than a single channel.
  • GetCollisionProfileNames, which populates the Blueprint dropdown's valid options, only exists in WITH_EDITOR builds — the dropdown is an editor convenience, not a runtime check, so a typo'd FName still compiles and runs.
  • This uses the profile's full collision response matrix, so it can hit or ignore things that neither LineTraceSingle (by channel) nor LineTraceSingleForObjects (by object type) would, depending on how the profile is configured.

Signature

static ENGINE_API bool LineTraceSingleByProfile(const UObject* WorldContextObject, const FVector Start, const FVector End, UPARAM(Meta=(GetOptions="Engine.KismetSystemLibrary.GetCollisionProfileNames")) FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f)

Parameters

Name Type Description Default
WorldContextObject const UObject* World context.
Start const FVector Start of the line segment.
End const FVector End of the line segment.
ProfileName FName The collision profile used to determine which components to hit.
bTraceComplex bool True to test against complex collision, false to test against simplified collision.
ActorsToIgnore const TArray<AActor*>& Actors to exclude from the trace.
DrawDebugType EDrawDebugTrace::Type Debug draw mode.
OutHit FHitResult& Properties of the trace hit.
bIgnoreSelf bool Whether to ignore the world context actor itself.
TraceColor FLinearColor Debug draw color for the trace. FLinearColor::Red
TraceHitColor FLinearColor Debug draw color for hits. FLinearColor::Green
DrawTime float How long the debug draw persists, in seconds. 5.0f

Return Type

bool

Example

Line trace using the built-in BlockAll profile C++
FHitResult Hit;
TArray<AActor*> ActorsToIgnore;
ActorsToIgnore.Add(this);

const FVector Start = GetActorLocation();
const FVector End = Start + GetActorForwardVector() * 1000.f;

bool bHit = UKismetSystemLibrary::LineTraceSingleByProfile(this, Start, End, FName("BlockAll"), false, ActorsToIgnore, EDrawDebugTrace::ForDuration, Hit, true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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