Cannot generate Hit or Overlap event with character to physical object

Hello, i’m having a major problem here, i have a canon shooting spheres with a projectile movement on them and physics activated, those spheres should kill the player when he enter in contact with one.

Problem is, nothing happen, there is absolutely no HIT event generated from anywhere. (Generate hit event is checked)
Of course, i have developed a logic for it, on hit event, cast to character and fire DEATH function.
The thing is, even just a HELLO print doesn’t work.

If the ball roll toward the player, it just bounce on it without killing it and if the player run into it, he push it away but still no hit event. Crazy thing, is that i can generate hit event if i just run into a wall, it detect " Wall " correctly as hit event.

So i tried to put a sphere collision around my sphere to do it with overlap event, STILL NOTHING and i can see player entering the sphere collision wiht the debug mode. i dont understand.

one thing though, if the sphere hit the player from the top it works… otherwise, nothing.

Could use some help please.
Thanks

(here you can see spheres are coming to me and, nothing happen, the print string doesn’t occur)

Hey @Pierrax!

Can you get us your code for this? Hard to gauge just by a description- it could be a load of stuff. Things like:

The OnHit event
Player Collision (Skeletal mesh collision if the OnHit is actually OnComponentHit)
Cannonball collision
Death code string

Thanks! :slight_smile:

Sure !

Death Function

Canon

Canon ball

And here is a glimpse of my character if it helps

That would be the first thing to address. Use either PMC or Physics. Avoid using both. If you do, one of the systems will take over. It can lead to unexpected behaviours when you try to pull data. The PMC already does the sim for the root component.

Yes i figured at first but then i tried with a simple sphere spawned without canon just in the level and it give the same result

Could you post:

  • collision settings of the projectile collider
  • collision settings of the thing the projectile needs to hit
  • component hierarchy of the projectile

Here, don’t know if it’s clear enough
The projectile should hit the character
( Actually on the last picture, i changed everything to try with an overlaping sphere collision added to the projectile, but whatever i do here doesn’t change anything anyway.)

If you’re trying to generate hits against the capsule:

image

The projectile must block pawn:

No blocking = no hits. You’d have to rely on overlaps instead.


If you want to hit something other than just the capsule (a headshot, limb hit), do tell!

Actually i managed to get some hit event, but only if i push the ball agaist the wall. DURING the pushing, no hit happen (or overlap) it’s like, while it’s rolling, nothing can happen. If the ball is rolling toward me, it collide with me, still no hit event…

Maybe i should do a video if it’s not clear, but this is what’s exactly happening

  • for a projectile (with PMC) whose collider is not simulating physics, the absolute minimum you will need to generate a hit on a character’s capsule:

Bouncing is enabled on the PCM :point_up_2: You could probably even skip Simulating Generates Hit Events since it’s the PCM that does the simulating and collision handling anyway.

  • The pawn’s capsule is at the default Pawn settings:

  • the cannon ball:

I figured it out…

If i do exactly what you do, it still doesn’t work.
However it was the " DO ONCE " the problem, if i remove it, it work perfectly. so i just put it after the cast and now everything is good…

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