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Finding a component's owner

Hey folks. I've got an actor throwing hit events on begin play that shouldn't be happening.

Running a PrintString from the Other pin on EventHit returns "None" and running it from the OtherComp pin gives me "ModelComponent_138" as the culprit. Is there any way to hunt down what is responsible for this false hit result using that information?

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asked Nov 09 '14 at 06:02 PM in Blueprint Scripting

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You could take the "OtherComp" pin and get "Attached Parent" or "Parent Components". The the second one you would need a For Each Loop. You can than print their Display Names.

But why don't you know what calls a hit Event on Begin Play? Have you tested disconnecting all your Hit Events one by one to track it down?

Is some of your Blueprints hitting itself because of a false settings in the collision tab?

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answered Nov 09 '14 at 09:05 PM

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avatar image soctty Nov 10 '14 at 12:51 AM

It was hitting the floor (actor) I had set up because I hadn't made sure it was completely grounded in the editor. Feeling kinda silly right now, honestly.

avatar image RAVaught Nov 10 '14 at 05:44 AM

If it makes you feel any better, the other day I was scratching my head wondering why something wasn't firing only to realize it was never being called :P

avatar image eXi Nov 10 '14 at 06:04 AM

It's ok. I mark this question as resolved then. If you still have a questiom just reopen it with a comment.

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