Collision event gets triggered when there are no colliders near it.

Hello. Im trying to make a simple RPG rocket mechanic using the projectile movement component, the moment it collides with anything its supposed to explode( in this case its drawing a debug sphere). The issue I have is the “rocket”(ball) hits a collider that is clearly not there. But when I get the display name of the actor or component that has collided with the ball, it always returns one of the NPC that are in the photo.

The green circled balls are the ones that are triggering the On Component Hit even though nothing touches them, and the blue one is just hitting the wall wich is normal.


This is the collision settings for the ball BP.

Hard to say…

  1. Can you show the hierachcy of components in the ball?

  2. The moment it collides, hit F8 and take a look at the outliner. Is the actor list what you were expecting at that point? Are they where you thought they should be?

image
Here is the components of the ball


And here is the outliner, and yes its how it should be

Sorry, no idea, I’m afraid :joy:

So I noticed that there is a giant rectangle that appears when I move the character around

Turns out its the canvas of the UI health bar above the NPC head, and apparently, this thing has a collision mesh like any other object. So I just went in to the collision setting widget component thats on the NPC, and set collisions to ignore. So now its fixed.

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