This was a known issue in 4.11 that appears to have been fixed in 4.12. If your bound function is still not being triggered in the latest version, feel free to comment here and we will investigate further.
Can you check that both the component with the dynamic binding and the actor/component that is hitting it both have âGenerate Hit Eventsâ set to true? I just created an actor class with this code in the Third Person Template. When I test in editor, running into the cube mesh with the default character triggered the bound function as expected.
Just want to add something you may have overlooked,
but your mesh collision should be set to OverlapAll (or other overlaps) and the other components should be BlockAll (or other blocks) with both generating overlap events.
If both have the overlap or both have block collisions, it wonât work.
Are you able to reproduce the issue in a new project and, if so, could you provide the project for me to see your setup and the issue locally? Otherwise could you provide a copy of your current project where the issue does exists? If you can zip the project, you can either attach it to a comment here or upload it and send me a download link on the forums for privacy.
Hi,
This is just an add on to the awesome answer from Ben. I was also struggling with OnHit function not responding even after I had set generated Hit events true. The one thing missing was UFUNCTION() before the OnHit function⌠Again thanks Ben. I am a student at your Udemy course⌠Keep up the good workâŚ
I had a similar issue. After digging a while, I discovered that at constructor time the Owner was not valid. However it was valid in EventBeginPlay. Solution, I simply linked âAddDynamicâ during EventBeginPlay instead of constructor. Then the event fired as expected.
I was about to link my event to blueprint. Glad this is finally resolved.