Hi!
I have character mesh simulated by physics. There’s no capsule component collision, and root bone isn’t simulated.
Is there any way to use functions like these:
UFUNCTION()
void OnOverlapBegin(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UFUNCTION()
void OnOverlapEnd(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
UFUNCTION()
void CapsuleTouched(AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
/////////////////// or
OnActorHit.AddDynamic(this, &AMyPawn::OnMyActorHit);
UFUNCTION()
void OnMyActorHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit);
or is there any other method do catch collision event for physical bodies?
These functions do not work. Probably because there is no collision component except physically simulated bodies.