C++ On Component Hit , not working? 4.7

My OnComponentHit event is not being called on hit?

cpp

CollisionComp = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("SphereComp"));
CollisionComp->InitSphereRadius(5.0f);
CollisionComp->AttachTo(UseBoom, USpringArmComponent::SocketName);
CollisionComp->OnComponentHit.AddDynamic(this, &ABase_Character::OnHit);

void ABase_Character::OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Red, FString::Printf(TEXT("Hit")));
}

Header

UFUNCTION()
		void OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);

UPROPERTY(VisibleDefaultsOnly, Category = Default)
		USphereComponent* CollisionComp;

Was it working before 4.7? Is the object collision working at all?(stopping when it runs into something) Does it work if you make your collisionComp the root?

Oh its ok now, as i was responding i realized that i didn’t enable Generate hit events in the blueprint :smiley:

For anyone who gets this problem, I didn’t have the “Simulation Generates Hit Events” set to true under the collision tab in blueprint. Enable it!

Mine is not working even with “Simulation Generates Hit Events”… :frowning:

do you write the AddDynamic funtion on your collision object?

did you fix it, I had it running, now no :S

I just replaced the blueprint (I think it’s identical) and now it works, thanks GOD
Although I didn’t know what caused the problem