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how to get bone name on overlap event with physics asset?

I'm triggering an overlap event between a touch controller and a physics asset collision primitive. When the event happens I can see the actor that was hit, the first component and the "other" comp that was overlapped. In the other component parameter I look over it and I don't see anywhere it listing the bone name "head". I look over the FHitResult as well and in the bone name section it lists "none". How do I get the bone associated with the collision primitive physics asset?

Product Version: UE 4.15
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asked Aug 29 '17 at 09:07 PM in C++ Programming

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Thumper
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avatar image SashaHush Jan 21 '19 at 11:07 AM

I'm experiencing the same issue, can't seem to find a way of knowing what primitive in the ragdoll physics asset was hit, I need to spawn a new mesh from it.

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