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Component Overlap hit position always returns 0,0,0

I had some trouble using physics and hit events when having a weapon swing, so i'm testing using overlap at the moment, and hit result always returns a 0,0,0 hit position, on both the actor being hit, and the event from my sword.

alt text

I'm trying to spawn a simple effect at the impact point but it is proving to be more difficult than it should be. When I test "hit actor" from the hit result it returns None. So it seems like the sweep result is empty even though the event is firing.

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asked Apr 29 '15 at 07:13 AM in Using UE4

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HuntaKiller
160 8 12 19

avatar image HuntaKiller Sep 12 '15 at 12:59 PM

Ages later I am still experiencing this issue. Any help?

avatar image GreyDesigns Dec 08 '15 at 09:41 AM

Also having this issue, all my location outputs are 0,0,0

avatar image tanis2000 Dec 16 '15 at 06:18 PM

It looks like it's still the same with 4.10 too

avatar image GreyDesigns Dec 17 '15 at 10:17 AM

When I was reading around about this after posting here, I found that it seems that overlap was never actually designed to output that information, so its less of a bug as is it is a lack of the features. So most of break hit will do nothing for overlap, since there was no 'Hit.'

My solution was to make a custom collision preset that overlapped on all objects except from pawns (That was all I needed luckily.) The other solution thrown around was to do a raycast as your object gets near to something, and then take information from that Raycast Hit.

I hope that helps.

avatar image HuntaKiller Dec 19 '15 at 12:35 AM

Indeed GreyDesigns the issue is that the hit result is not populated. As a hotfix/work around, you can use this overlap event to do your own sweep or line test, which WILL have its hit result populated.

But, in my opinion, this is a Bug

The overlap result should not offer a hit result as an output pin if the overlap never populates that hit result

avatar image Steazy Dec 19 '18 at 12:11 AM

3 years later to the date and I just ran into this same issue and 100% agree. If this isn't intended to be supported then it shouldn't be exposed. It looks like only "Hit Actor" and "Hit Component" are populated - though it seems to always be the actor and component that are sending the event which are already available via explicit outputs from the delegate. Which is to say - HitResult contains no novel information at all... it is effectively just the ctor default values.

Misleading at best and never useful. Remove it or (better yet) make it work!

avatar image JohnADaniels Dec 25 '18 at 05:20 PM

Exactly!! I just ran into the same thing. This is the reason I always use hit for most things.

avatar image sherpahigh Dec 31 '18 at 11:13 PM

I am confronted with this now as well. I am left wondering how to proceed and this pin being exposed caused me great confusion until I finally happened upon the few threads like this about it that are available. Either the pin should populate some of Hit Result (preferable) or it should not be visible (less preferable but better than the current state), no?

avatar image rit Jan 15 '19 at 05:07 AM

ran into this problem in 2019 and I found this post....-.-

avatar image dabs863 Jan 15 '19 at 05:39 AM

try right clicking on the sweep result and split struct pin and getting the sweep result location

avatar image rit Jan 15 '19 at 01:16 PM

yes, I did break the hit result, but even if the overlapped actor return is valid, the hit location is still 0,0,0 when I printed out.

I'm using UE4.16.3 by the way, maybe this bug is fixed in a later version?

avatar image Doctor_Kannon Jan 15 '19 at 05:18 PM

It's not sweep. Try using Impact Point or break the Hit Component. I know it works. I use it att.

Also, check the position of your actors. There may be an offset required. If the target is composed of multiple components, you may need to start at the root location.

avatar image rit Jan 15 '19 at 11:37 PM

I'll try if I can get it to work later today, thanks for the info~

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3 answers: sort voted first

Hi guys.

After my comment, I did learn a couple things.

I don't think you'll be able to use On Component Overlap at all here. For me, I was attempting to create dense cuttable individual pieces of tall grass. I was unable to use On Hit nodes, which are the ones that get their Hit Result fully populated, so my workaround was to use the On Component Overlap to trigger a custom event/function that began checking for collisions. In your case, you may want to try using On Component Overlap to fire a custom function which then gets all overlapping actors or components, allowing you to get the reference that way.

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answered Jan 15 '19 at 01:28 PM

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sherpahigh
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I read this on another form but the guy said to get the I forgot what it was but you pull off the result and get the person and then from there you get to hit result but it didn't work for me work perfectly so it is possible to get hit results from a overlap but really the overlaps just meant to do certain things if you really want to hit results in hit information you should be using the line Trace

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answered Jan 15 '19 at 03:38 PM

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JohnADaniels
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I read this on another form but the guy said to get the I forgot what it was but you pull off the result and get the person and then from there you get to hit result but it didn't work for me work perfectly so it is possible to get hit results from a overlap but really the overlaps just meant to do certain things if you really want to hit results in hit information you should be using the line Trace

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answered Jan 15 '19 at 03:39 PM

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JohnADaniels
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