Seems I can’t get the hit result to return anything other than “None” unless I am specifically using a ProjectileMovement component and explicitly using that to drive my colliding actor’s movement.
I have an actor with a sphere collision and a sphere mesh in it.
The mesh is linked to the sphere, which is set to collide only with the physics body channel.
The character mesh has the physics asset applied and is set to the physics body channel.
If I set the sphere to simulate physics, it bounces off his head and not the cylinder, it registers the mesh as the hit component but returns “None” instead of “Head” on the bone name.
If I add a ProjectileMovement component and turn OFF simulate physics on the sphere collision, when it hits him in the head it returns “Head” on the bone name.
Keeping the ProjectileMovement Component but turning ON simulate physics on the sphere collision, it registers the mesh as the hit component but returns “None” instead of “Head” on the bone name.
Am I missing something simple here? Tbh, this is the first time I’ve tried to register the bone’s names from anything other than a projectile. This is more like a trap I have that should register what it hits and I can’t figure out how to make it work using Projectile type movement.