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Медиа 1 для объявления Cy Trace
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[Demos]


CyTrace — Advanced Traces & Async Query Toolkit for Unreal Engine 5

CyTrace is a Blueprint and C++ collision-query toolkit built around ready-made functions, asynchronous trace workflows and control over execution timing.

Go beyond isolated traces: sweep actual primitive components, query along paths, generate directional patterns, evaluate visibility, filter results and chain operations into your own gameplay systems.
CyTrace includes 265 Blueprint-callable functions, covering collision traces, overlaps, asynchronous queries, result filtering, Octree tools and spatial gameplay utilities—all accessible through Blueprint and C++.

🧩 Advanced Functions, Ready to Combine
  • Configurable shape traces and Primitive Component traces/overlaps

  • Path Chain queries with shapes or primitives

  • Rebound and reflection traces

  • Step Movement along sampled or curved paths

  • Cone, Axis, Axis Arc and Spherical query patterns

  • Visibility checks and surface-normal queries

  • Curve and spline helpers

  • Hit and overlap filtering, sorting and selection

Channel, Profile and Object query modes let you configure collision filtering across the supported function families.

Async Workflows for Collision Queries

Choose direct execution or the asynchronous variant suited to your query.

  • Blueprint and native C++ delegates

  • Persistent Async By Ref results

  • Request identifiers for matching submissions to results

  • Selectable return tick groups

  • Per-world queue management and configurable worker concurrency

Submit work, continue your gameplay logic and consume the result when it is delivered.

⚙️ Physics-Aware Scheduling

Control the frame phases in which queued work is allowed to execute.

CyTrace can hold pending work outside sensitive physics phases and resume it in an allowed window, helping reduce contention with simulation. Worker limits and queue-processing settings give you additional control over the workload.

Execution timing and result delivery are separate: schedule supported work through the subsystem, then choose when gameplay receives its callback.

🎯 Additional Spatial and Gameplay Tools

Extend your workflows with an optional packed 64-bit Octree, Editor/runtime generation, spatial queries and snapshot-based systems.

Additional functions cover flight, ground and all-surface pathfinding, custom gravity, path refinement and spline conversion, audio occlusion, local avoidance and ballistic simulation.

An Octree is not required for ordinary collision traces and overlaps.

📚 Blueprint, C++ and Offline Documentation
  • Actual CyTrace nodes inside the example Blueprint graphs

  • An organized gallery with simple test geometry

  • Native debug visualization

  • Embedded English documentation with an in-page French translation

  • Contextual documentation links from Blueprint nodes

  • Parameter explanations, API reference and async workflow diagrams

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