A detection system that determines if a collision should have happened. When using the default overlapping detection methods, even with colliders, if the speed or the animation is too fast, the intended collision can be skipped entirely.
This is the case for small bullets against thin targets or weapon swinging animations that are too fast or scattered.
This system allows you to trace between positions and determine if something was hit.
Technical Details
Preview Video


An actor component with simple setup
3 methods of detection
high modularity by the user: can trace by objects, channels, use lines, boxes, etc.
can skip frames if needed to improve performance.
An OnItemAdded event that can be called when items are detected immediately.
NEW! A socket filter to exclude sockets with names containing a string OR include all sockets with names containing a string!
Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))

A Detection Actor Component (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 1
Network Replicated: No – the detection itself does not need to be replicated.
Supported Development Platforms: Win32, Win64
Supported Target Build Platforms: Win32, Win64
Documentation: Link
Example Project: LINK (4.26) use key: uyTtd1BekhBSO1EcjHZ5XY3n1lpCVbFvl_o3IQAWgxE
Important/Additional Notes: This system can be used together with regular colliders or without.

*** A 4.25 version was requested and was created. The sample project is on version 4.26. ***