No callback received for ReceiveHit or OnComponentHit
I am on UE 4.5.
I have the following two actors configured as shown in the screenshot below. Both actors have SimulatePhysics = true and SimulationGenerateHitEvents = true on their RootComponent which is BoxComponent (collider). The StaticMeshComponent inside the [Root] has collisions disabled.
Actor1 is of type WorldStatic listening for Hit events when collided with the playerBullet. playerBullet is a custom trace channel. Actor2 is of type playerBullet that the player fires toward Actor1. When they come in contact none of the mentioned events gets fired :(.
However, if I change the collision response to overlap, I receive the following callback without any problem:
In C++ code, I override the ReceiveHit method
And, hooked the OnComponentHit as below
I tried several other combinations but fail to get any of these events. I could work with overlap events but I would like to establish a clear distinction between blocking and non-blocking gameobjects in my game.
Any help is greatly appreciated!!
asked Feb 21 '15 at 03:36 AM in C++ Programming
So it looks like the solution described in the following thread works: https://answers.unrealengine.com/questions/127203/receivehit-not-called-when-hitting-boxtrigger.html
I do get both events (ReceiveHit and OnComponentHit) once I pass true as a second argument in my SetActorLocation() call.
I am not sure if its a bad function design but WHY setting the actor location is controlling which collision callbacks to call? This is really weird.
answered Feb 21 '15 at 03:30 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here