UE4 Determine refraction and resulting sphere hit location









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Mac OS UE 4.21 C++.



See PIC1 for two spheres which are actors with a static mesh sphere and glass material, and a spherical collision trigger around each.



enter image description here
So, I have 2 spheres and through AI/BT I know that the spheres can find each other.



But if I 'fire' or 'send' a beam of light from one to the other, and when it enters the other's collision trigger, is it possible to determine, report, or otherwise 'know' the angle of refraction and reflection once the beam of light interacts with the sphere? The beam of light may hit it close to the edge, or closer to the center in various random occurrences. How can I access where the light beam will refract into the sphere's inside and what point it hits on the inside of the sphere? See point C in the second diagram, PIC2.



enter image description here
Is there a way to save the point location denoted by C in a variable in the sphere class?










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    Mac OS UE 4.21 C++.



    See PIC1 for two spheres which are actors with a static mesh sphere and glass material, and a spherical collision trigger around each.



    enter image description here
    So, I have 2 spheres and through AI/BT I know that the spheres can find each other.



    But if I 'fire' or 'send' a beam of light from one to the other, and when it enters the other's collision trigger, is it possible to determine, report, or otherwise 'know' the angle of refraction and reflection once the beam of light interacts with the sphere? The beam of light may hit it close to the edge, or closer to the center in various random occurrences. How can I access where the light beam will refract into the sphere's inside and what point it hits on the inside of the sphere? See point C in the second diagram, PIC2.



    enter image description here
    Is there a way to save the point location denoted by C in a variable in the sphere class?










    share|improve this question























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      Mac OS UE 4.21 C++.



      See PIC1 for two spheres which are actors with a static mesh sphere and glass material, and a spherical collision trigger around each.



      enter image description here
      So, I have 2 spheres and through AI/BT I know that the spheres can find each other.



      But if I 'fire' or 'send' a beam of light from one to the other, and when it enters the other's collision trigger, is it possible to determine, report, or otherwise 'know' the angle of refraction and reflection once the beam of light interacts with the sphere? The beam of light may hit it close to the edge, or closer to the center in various random occurrences. How can I access where the light beam will refract into the sphere's inside and what point it hits on the inside of the sphere? See point C in the second diagram, PIC2.



      enter image description here
      Is there a way to save the point location denoted by C in a variable in the sphere class?










      share|improve this question













      Mac OS UE 4.21 C++.



      See PIC1 for two spheres which are actors with a static mesh sphere and glass material, and a spherical collision trigger around each.



      enter image description here
      So, I have 2 spheres and through AI/BT I know that the spheres can find each other.



      But if I 'fire' or 'send' a beam of light from one to the other, and when it enters the other's collision trigger, is it possible to determine, report, or otherwise 'know' the angle of refraction and reflection once the beam of light interacts with the sphere? The beam of light may hit it close to the edge, or closer to the center in various random occurrences. How can I access where the light beam will refract into the sphere's inside and what point it hits on the inside of the sphere? See point C in the second diagram, PIC2.



      enter image description here
      Is there a way to save the point location denoted by C in a variable in the sphere class?







      c++ unreal-engine4






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      share|improve this question











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      asked Nov 10 at 17:02









      Robert Achmann

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