Unreal void APlayerChar::Tick(float DeltaTime) { Super::Tick(DeltaTime); FHitResult* Outhit; float traceLimit = 100; if(GetWorld()->LineTraceSingleByChannel(Outhit, GetComponentLocation(), GetForwardVector() * traceLimit, ECC_Visiblity)) { UE_LOG(LogTemp, Display, TEXT("%s"), *hitOut->GetName()); DrawDebugLine(GetWorld(), GetComponentLocation(), GetForwardVector() * traceLimit, FColor::Red, false, 1, 0, 5);//#include "DrawDebugHelpers.h" } } Unity void Update() { RaycastHit hit; float rayLimit = 100; if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, rayLimit)) { Debug.Log(hit.collider.gameObject.name); De...