Kinematic vs Static hit notification

I have a kinematic actor (Simulate Physics is false) that I want to have generate hit events (Simulation Generates Hit Events is true) against static meshes (Simulate Physics is false, Simulation Generates Hit Events also false). When I move the kinematic into the static mesh, FPhysXSimEventCallback::onContact does not get called to notify of the collision. If I have the static mesh simulate (Simulate Physics set to true, Simulation Generates Hit Events remains false), and let it fall on my kinematic actor, the hit notification occurs.

PScene->setFlag(PxSceneFlag::eENABLE_KINEMATIC_STATIC_PAIRS, true);

is being called for the scene, so I’m confused how to get this working.

Thanks!
Jared

Hi,

Are you moving using a sweep? In the case of two actors that are not simulated we rely on sweeps to trigger hit events.

Hi Ori,

It’s a standard kinematic actor (collision capsule component owned by a blueprint class which I attach to a pawn).

I did discover that PhysXSimFilterShader is filtering out the collision I wanted notification for. So I modified the code in there to not suppress the collision if either of the involved bodies are requesting notification. This gets me the results I was looking for.