Hi ,
For the two issues that you’re reporting here are my findings:
CCD on Capsule Component:
I was able to reproduce this and have submitted UE-18952 for this to be assessed by the engineers. I will post an update here with any relevant information I have.
Hit Event
I set this up in two simple ways, but was not able to see the issue you’ve described.
The first way I set this up was using my character BP event graph and using the Event “OnComponentHit”. I pulled off the “Hit” pin to get a “Break Hit Result”. I then pulled off the “Hit Actor” pin to print string so I could see what’s going on in the game.
Running around and hitting static meshes and simulated meshes didn’t result in any issues for that I could see.
For the second way, I did the exact same test, except that I setup a BP with my simulated object and had it print string when it was hit. I tried this with static and simulated objects and got the same results working as I would expect.
If you have any thoughts on that please let me know.
Thank you!