Chaos Wheeled Vehicle Wheel Hit Event

Hello!

I seems to struggle with this longer than it’s normal, is there a way to get a hit event from Chaos Wheeled Vehicle Wheels? Given it’s driven by a trace and not actual phisycs, whatever I do I can’t make it generate hit events of which I could measure the force and play suspension crash sounds, etc… Although in the Phisycs Asset of the car the wheels have actually collision bodies, but because it’s driven kinematicly and not simulated, it doesn’t produce hit events… Is there any way for this? Thanks…

Turns out Child Components in Skeletal Mesh Physics can’t generate hit events, even is the ticks are all turned on… It was a known thing a while back, now it still seems the case. Can anybody confirm this?

so why not just attach a cylinder to a socket and then use that cylinder explicitly for hit reactions that should work right. looks like its gonna work
and for some reason it didnt work yet

I would and probably will in the future just run some sort of check on the weel position and im gonna get real dirty with it too and get the weel rotation and use that Ill Even Start it off as an event on average scanner taking in any sharp increase in verticality and logging all of that then run the trace from that data

Thank you, I will try! Yes I also did that, analyze the rate of change between wheel position on the Z axis, it kinda works, but it’s unreliable. Sometimes dropping the car from a huge height causes less change than a little bump on the street… etc.

I added a cylinder, but it wont produce hit results unless Simulate Physics is active… or if I set it to Block All, actually it produces Hit Results, but only with the Vehicle Physics Body, the only one it should actually ignore. If I set it to ignore Vehicles, then no hit results at all.

Do you have a solution to this?

I tried it with Simulate Physics On (cylinder rolls away separately from the car, cant be attached to the bone), AND setting the transform of it on every tick to the bone transform. In this case kinda remains in place, ignores the car and produces hit results with the ground, but its super inconsistent, unreliable…

you could try using a custom trace channel or a custom object channel.
you can find these in the project setting under engine then collisions
just search around in the documentation or anywhere else for more information on how to use these