Applying Radial damage - only works when hitting physics objects

Hey all, i’m setting up a rocket launcher in my prototype, applying radial damage (splash damage) it works as intended when impacting physics objects and pawns, but if it detonates on bsp or static mesh it refuses to apply the damage, even when i KNOW the pawn i am targeting is within the defined splash radius.

i’ve simplified the hit and detonate function to its bare essentials to eliminate most of the variables, but i am at a loss as to why the splash damage is not applied? is it to do with the projectiles’ collision settings? is a HIT not being sent? (given that the HIT for the projectile fires off the rest of the chain normally, i can only surmise that it is something to do with me applying the force before the damage?) i’ve circumvented the entire FX chain and tested firing directly into the radial damage function, but that yields the same result.

The behaviour is such that it will only apply the damage if it hits a physics object, not a static element int he world.

Any help is appreciated, also if i have left any information out please let me know and i’ll update it.
Thanks!

I found a solution that appeared to work for me in this thread:

https://answers.unrealengine.com/questions/9856/applying-radial-damage.html

i had the damage causer set to ‘owner’ and i changed it to a basic self-reference and now it appears to work, i must have been too tired to find that thread previously, hope this helps someone in the future!

^^this… but I also was setting my inner and outer radius to be too small. It wasn’t damaging anything making me think there was something wrong with it. There’s no real indication as to what the range or units are so I just guessed until I got somewhere. start with 400-800 and see how you get on. If anyone else has a similar issue.