OnHitEvent of BP not fired (when hit BP InstanceStaticMesh, only fires OnComponentBeginOverlap)

I have one BP, one static mesh component in it with its own collision. When this BP hit in game BP actor with many instances of ISMC, onhit event is not fire, only OnComponentBeginOverlap. This is problem because I can’t determine which instance exactly is hit to remove only that one (with removeinstance node)

Hi Angel ,

  • What collision settings do you have on your instanced meshes?
  • Have you checked to ensure both your ISMC blueprint and your collision mesh for OnHit have “Generates Hit Events” set to true?

1)In both my BP actors (with InstancedStaticMeshComponent and with StaticMesh+ProjectileMovement) I have checked “Simulation Generates Hit Events” and checked “Generate Overlap Events”

2)For “Collision Presets” I set any possible combinations (including "“BlockAll”) without success (for both my BP)

Only work “OnComponentBeginOverlap” but “EventHit” or “OnComponentHit(SatticMesh)” NOT (BP with StaticMesh+ProjectileMovement)!

Note: I create in game/procedurally my two BP actors (with InstancedStaticMeshComponent and with StaticMesh+ProjectileMovement)

  • Can you show me a screenshot of your hit event setup in blueprints along with your collision settings?
  • Do you have any steps I can take to recreate this on my end?
  • Does this occur in a clean, blank project with no additional content or is it limited to one project?

Hello, sorry for my delayed answer. I made clean/blank example project. When hit “F” projectile go to ISMC but when hit or ovelap it OnHitEvent not rise
Broken Projectile OnHitEvent when hit insatnce of ISMC

Hi Angel,

Check your collision in your projectile. I tested this on my end with a new FP project and did not experience any collision/OnHit errors with instanced meshes.

Hi, why add FP project? Did you succeed to rise OnEventHit when projectile toch ISMC???

I don’t want to use box/sphere collision, because my projectile change dynamic its scale over gameplay. But if collision of Static Mesh in projectile not work correct (in this particular situation), how this is not a bug?

The reason I tested in a FP project was to see if this error is isolated to one project or if it is a bug in ISMCs. Because it works in another project under similar conditions, it is safe to assume that the error in question is either specific to the assets being used or the collision settings within your projectile/ISMC. In this case, because you do not have a box collision/sphere collision component within your projectile blueprint, this could potentially lead to errors similar to what you are experiencing. Try adding a box collision into the projectile and setting the onHit event specifically to this box collision, then set the cube itself to No Collision. Do this and see if you get similar results.

Not necessarily, it could simply be that some adjustments to the collision settings you are using is necessary to cause the projectile to accurately register. Try changing your collision settings that you are using to see if you get better results.

I wrote before that I tried all possible collision settings on my Static Mesh in Projectile BP- not work! You can check the project for prove! I do not see the point to continue this thoughtless conversation any more …

Hi Angel,

We found what is occurring. In your projectile, take your static mesh component and make it the root component. The blueprint’s primary collision is set by the root component, so setting this should work as you intend.