# Trace Info

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**Data Table Row**: You can store your Trace Info in a data table.\
**One Hit Per Actor?**: Should the Trace only damage each individual actor once?\
**Traces Per Second**: How often should the Trace occur?\
**Trace For Objects?**: Should the Trace be tracing for objects?\
**Trace Objects**: The object types to trace for when Trace For Objects is true.\
**Trace By Channel?**: Should the Trace be tracing by channel?\
**Trace Channel**: The channel to trace when Trace By Channel is true.\
**Trace By Profile?**: Should the Trace be tracing by profile?\
**Trace Profile**: The profile to use for the trace when Trace By Profile is true.\
**Trace Complex?**: Should the trace check for complex collision?\
**Ignore Self?**: Should the trace ignore the object that is doing the trace?\
**Classes To Ignore**: Array of classes that should not trigger hit results.\
**Pass Through Friends?**: Should the trace continue when it hits an actor with a friendly state?\
**Damage Friends?**: Should the trace return a hit result when it hits an actor with a friendly state?\
**Friendly States**: Array of faction reputation states to consider friendly.\
**Pass Through Environment?**: Should the trace continue when it hits an actor that is considered an environment object?\
**Damage Environment?**: Should the trace return a hit result when it hits an actor that is considered an environment object?\
**Environment Objects**: Array of object types to consider as environment objects.
