Hi
I am having trubs getting a static mesh component in an actor detecting being hit by a projectile. I have read lots of posts on here, feel like i have this setup right, buts its not outputting and I need a crazy pill check plz. I have a turret and when i fire it at my enemy (that is currently just a static mesh component in an actor) i need an output that it got hit so i can do stuff.
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I have tagged the projectile:

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My static mesh has a collision mesh that shows up in the static mesh editor. Its BSP converted to static mesh.
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The collision settings on my static mesh, I have tried: blockAll, BlockAllDynamic, Overlap Dynamic and overlapAll:

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In my actor blueprint that has the enemy ship, i’m trying to unhide a 3d widget(i’m in VR) for verification that this message is outputting and no dice off these two messages. The widget does show if i kick a delay off beginPlay and then show it. Am i getting the other actor correctly? I did have this setup off a branch, but i’m trying to do the simplest thing to make sure i am getting the message.

Thanks for any help!!!
Both objects have to have the same collision response in order to work properly. For example, if you have a projectile that blocks pawns, and a pawn that ignores projectiles, the projectile will phase right through the pawn. Also, do your hit detection using a projectile bounce event inside your projectile.
I have a projectile movement component only inside the actor that i am using to spawn the projectile class from my turret.

I only see one collision setting which isn’t the same as what i have for my static mesh component:

Do i need to add another component that can give the collision settings i need? Also, i was doing the hit detection inside my enemy ship because i wanted to decrement the health INT variable of the ship and when it reached 0, play an explosion and destroy it. How would i capture that hit event inside the projectile actor and pass it to my enemy ship and kick off the same logic?
Thanks so much for helping dude!
Your Turret_Projectile has no collision volume. Add a sphere or capsule collision component and you’ll get access to an On Projectile Bounce event. The event will return a pin called Other Actor, which can be plugged into a CastTo node. The pin from the CastTo node will give you the option to call a function or set a variable within the hit actor.
Rad sauce! You rock! Thanks!
I’ve been banging my head on this. I added a sphere collision to my turret_projectile with the following setting:

Then gave my enemy ship the same settings:

I can’t get an on bounce event from the sphere:

only from my projectile movement component. Is that what you meant?

I’m not getting an output off either of these or from my enemy ship static mesh component.

I added a box collision component to ship to see if i could read a hit off that and that didn’t work either. Usually at this point in getting stuck, I’ve missed a checkbox somewhere. I tried enabling physics and that did not help. The cast stuff makes sense, thanks for that nugget.
Simulate Physics will prevent it from working. In your ProjectileMovement component settings, Should Bounce needs to be enabled. If you plan on applying your damage, effects, etc and then just destroying the projectile (i.e., you don’t care if it bounces), you can instead *disable *Should Bounce and use the OnProjectileStop event instead. You then need to drag off of your Impact Result pin and then break the hit result. That will give you the Hit Actor.
If your projectile is phasing through the enemy ship, then you need to check the following collision setting for both actors:
Thanks for the patience and walking me through my issue. I hope i can equally help someone like this in the future.