x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

No callback received for ReceiveHit or OnComponentHit

Hi.

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:

 virtual void ReceiveActorBeginOverlap(AActor* OtherActor) OVERRIDE;

In C++ code, I override the ReceiveHit method

 virtual void ReceiveHit(class UPrimitiveComponent* MyComp, AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit) OVERRIDE;

And, hooked the OnComponentHit as below

 void AAIBeaconConnection::PostInitializeComponents()
 {
     Super::PostInitializeComponents();
 
     Collider = Cast<UBoxComponent>(RootComponent);
     Collider->OnComponentHit.AddDynamic(this, &AAIBeaconConnection::OnHit);
 }

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!!

Actor1 Actor2

Product Version: Not Selected
Tags:
actor2.png (53.6 kB)
actor1.png (51.4 kB)
more ▼

asked Feb 21 '15 at 03:36 AM in C++ Programming

avatar image

Anshul
153 9 12 216

avatar image Lojo Feb 21 '15 at 04:55 AM

Just in case it's something silly... are you by chance using the event in Blueprint and forgetting to add a parent call?

avatar image Anshul Feb 21 '15 at 05:55 AM

No. I am not using it in the blueprint. Its all in C++. This blueprint is created from a custom class AIBeaconConnection which extends from AActor.

This is really bizarre that this is not working.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

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.

more ▼

answered Feb 21 '15 at 03:30 PM

avatar image

Anshul
153 9 12 216

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question