I am getting very confused about the OnComponentHit and the Hit breakdown.
There’s two meshes that have physics bodies that in gameplay collide with each other. (think fighting game)
I am currently considering everything happening after/in OnComponentHit to be affecting [self]. I am triggering an Impulse using the hit data** but the impulse always seems to affect the wrong mesh.**
Ie if Player2’s head gets punched in the head Player1’s head gets the impulse. And I am not sure why?
This is roughly what I am doing,
For ‘Target’ on the impulse I have tried both OnComponentHit->HitComponent and Hit(broken up)->HitComponent
Does anyone know why this is not working as expected?
Another thing that is confusing me is, why is OnComponentHit->OtherComp == Hit(broken)->HitComponent ?
I would expect them to be opposite and OnComponentHit->HitComponent == Hit(broken)->HitComponent.
(note the ‘other’)