I have a collision ray and Queue handler and I want to collide through collision solids as well, so that the ray will collide with an into solid as well as any into solid behind it.
Is this possible to set up?
Alternatively I can have several identical rays with different CollideMasks, and different collide masks for the into solids, but I’m not sure if this is necessary.
That should be the default behaviour, I believe: you should find that the queue contains collisions with all of the (into-)solids that are valid and that intersect with the ray.
If you’re finding that this isn’t happening, then there may be a bug in effect.