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Get clicked SkeletalMesh Collision-Body / Bone

Hello,

I want to determine which part of a Skeletal Mesh was clicked by the player. I got this setup in C++:

     myMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("myMesh"));
     myMesh->AttachTo(RootComponent);
     myMesh->OnClicked.AddDynamic(this, &AMyProduct::clicked);    
     myMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
     myMesh->SetSimulatePhysics(false);
     //myMesh->SetCollisionProfileName(TEXT("BlockAll"));
     myMesh->SetCollisionResponseToAllChannels(ECR_Block);

     // On Mesh-Clicked
     void AMyProduct::clicked(UPrimitiveComponent* TouchedComponent)
     {
     if (GEngine)GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("CLICK: %s"), *TouchedComponent->GetName()));
 
     }

It only returns the Skeletal Mesh Component "myMesh" as the clicked Component, not which part of the Mesh was clicked. I am looking for a way to get the specific Bone or Collision-Body that was clicked.

Does anyone have an idea?

Thanks, Bertram

Product Version: UE 4.9
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asked Oct 22 '15 at 07:46 AM in C++ Programming

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Bertram.Sch
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Simple Solution:

     FHitResult* hit = new FHitResult();

     GEngine->GetFirstLocalPlayerController(GetWorld())->GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility,true, *hit);

     if (GEngine)GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("ClickedBone: %s"), *hit->BoneName.ToString()));
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answered Oct 23 '15 at 12:04 PM

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Bertram.Sch
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