首先在头文件中声明一个函数Raycast
UFUNCTION(BlueprintCallable)
void Raycast();
在CPP文件中实现
void AMyCharacter::Raycast()
{
FHitResult hitResult(ForceInit);
FVector pos, dir;
FCollisionQueryParams cqq(FName(TEXT("Combattrace")), true, NULL);
cqq.bTraceComplex = true;
cqq.bTraceAsyncScene = false;
cqq.bReturnPhysicalMaterial = false;
cqq.AddIgnoredActor(this);
pos = GetActorLocation();
//Convert=