diff --git a/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp b/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp
index 59da4c3d05c9beb82a1a955e17a6caba3f205741..84708a507faae0d5ca43e68f096759519aa9f0cb 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp
@@ -247,11 +247,12 @@ void UVRPawnMovement::ShiftVertically(float Distance, float VerticalAcceleration
 	}
 }
 
-FHitResult UVRPawnMovement::CreateCapsuleTrace(const FVector Start, FVector End, bool DrawDebug) const
+FHitResult UVRPawnMovement::CreateCapsuleTrace(const FVector Start, FVector End, bool DrawDebug)
 {
 	const EDrawDebugTrace::Type DrawType = DrawDebug ? EDrawDebugTrace::Type::ForDuration : EDrawDebugTrace::Type::None;
-	TArray<AActor*> ActorsToIgnore;
-	ActorsToIgnore.Add(GetOwner());
+	if(ActorsToIgnore.Num()==0){
+		ActorsToIgnore.Add(GetOwner());
+	}
 
 	//UE_LOG(LogTemp, Warning, TEXT("Capsule from %s to %s"), *Start.ToString(), *End.ToString())
 
diff --git a/Source/RWTHVRToolkit/Public/Pawn/VRPawnMovement.h b/Source/RWTHVRToolkit/Public/Pawn/VRPawnMovement.h
index 53ea5ecd0e904a36db1c737f8f017a15effa2585..275bbb349d829b23d116ca4ad8ad1a34ecb89946 100644
--- a/Source/RWTHVRToolkit/Public/Pawn/VRPawnMovement.h
+++ b/Source/RWTHVRToolkit/Public/Pawn/VRPawnMovement.h
@@ -4,6 +4,7 @@
 #include "GameFramework/FloatingPawnMovement.h"
 #include "Components/CapsuleComponent.h"
 #include "Camera/CameraComponent.h"
+#include "Actor.h"
 
 #include "VRPawnMovement.generated.h"
 
@@ -64,7 +65,7 @@ public:
 
 private:
 	//check for
-	FHitResult CreateCapsuleTrace(const FVector Start, FVector End, bool DrawDebug=false) const;
+	FHitResult CreateCapsuleTrace(const FVector Start, FVector End, bool DrawDebug=false);
 	void SetCapsuleColliderToUserSize();
 	void CheckForPhysWalkingCollision();
 	FVector GetCollisionSafeVirtualSteeringVec(FVector InputVector, float DeltaTime);
@@ -77,4 +78,7 @@ private:
 	float VerticalSpeed = 0.0f;
 	FVector LastCapsulePosition;
 	FVector LastSteeringCollisionVector;
+
+	//just stored for performance gains;
+	TArray<AActor*> ActorsToIgnore;
 };