Is it possible to check if a bone from a Skeletal mesh collides with an Object?

I am trying to check if a bone(sword) from my skeletale mesh will collide with an Object (in this case an NPC). I found a way for a PoseableMeshComponent but not a SkeletalMeshComponent.

Unless there is a way to convert from a Skeletal to PoseableMeshComponent. I think this method would be much easier instead of checking rotation for both the player and NPC as well as the location.

Hi Jake,

You can try using the [Hit event][1], this includes all the available information for any hit event.

In the Hit Event, you can pull off and break the Hit pin, and that includes a reference to the Hit Bone Name:

I think that this might be the data you’re looking for. Let me know if this helps!

I’m pretty sure OP is asking for a way to find the bone on the instigating component, or rather the component you are reading hit events from. The “Hit Bone Name” field that you show above is the bone on the other component.

The data in this struct has been reversed since 4.11. Back in 2014 it would have been one way, but now it is the opposite, as you point out.

If you are talking about being able to get the bone name of the component from the actor whose hit event you are using, this is not currently possible without editing engine source. I recently submitted a feature request for it here: Feature Request: Pass my skeletal mesh's bone name on hit event - Character & Animation - Unreal Engine Forums

Yeah that’s the same thing we’re talking about, before 4.11, it gave the information you’re talking about. Post 4.11, it gives the reverse.