I have realized that collision handlers are called always with Actor’s Root Component as the ‘HitComponent’ parameter (first parameter).
It is happening even if I have some other child components (with simple collisions) on that Actor and if the test ensures that those components are affected by the collision, not the Root Component.
Am I right?
And if so: are there some options maybe to change this behaviour?
Code, but which one? Because this procject is quite large…
Maybe it will be easier to just answer my initial question: am I right that ‘HitComponent’ value in collision handler is always set to Actor’s Root Component?
Plus I can send collision handler’s function header here:
no it should return the actual hit component, including child components which means something is likely wrong with your trace/hit collision or the root component has an invisible component that overlaps the child components
Ok, this is useful information. I have checked for invisible components with ‘show COLLISION’ console command and I see nothing wrong.
About configuration: I have noticed that my components all have ‘Auto Weld’ option enabled, but when I switch this option off they just stop to physically collide with the sorroundings despite of their ‘Collision Presets’ setting (which is ‘BlockAllDynamic’).