clippingBitPlaneMask,
rayTest ) );
+ // Make sure the set hit actor is actually hittable. This is usually required when we have some
+ // clipping as we need to hit-test all actors as we descend the tree regardless of whether they
+ // are hittable or not.
+ if(currentHit.actor && !hitCheck.IsActorHittable(currentHit.actor))
+ {
+ continue;
+ }
+
bool updateChildHit = false;
if( currentHit.distance >= 0.0f )
{