# Determine the position of collision with OnComponentBeginOverlap

**URL:** <https://forums.unrealengine.com/t/determine-the-position-of-collision-with-oncomponentbeginoverlap/289793>\
**Category:** World Creation\
**Tags:** oncomponentbeginover, unreal-engine, hit-event, Collision, staticmesh, Blueprint, question\
**Created:** [July 31, 2014, 6:37pm UTC](https://forums.unrealengine.com/t/determine-the-position-of-collision-with-oncomponentbeginoverlap/289793 "2014-07-31T18:37:57Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Banck\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Banck\_1](https://forums.unrealengine.com/u/Banck_1)\
**Post date:** [July 31, 2014, 6:37pm UTC](https://forums.unrealengine.com/t/determine-the-position-of-collision-with-oncomponentbeginoverlap/289793/1 "2014-07-31T18:37:57Z")

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Hello.  
The first character has a sword (StaticMesh component), and the second character - a shield (also StaticMesh component).  
And we need to know the position of impact of a sword - shield. Now works OnComponentBeginOverlap. But you can not learn Hit location, so you need to use OnComponentHit…surely.  
But Hit need to use both objects physics … but they can not use the physics of …  
So how do I determine the position of the collision?  
Please Help me!

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**Author:** ![PeterMacGonagan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PeterMacGonagan](https://forums.unrealengine.com/u/PeterMacGonagan)\
**Post date:** [August 16, 2015, 2:25pm UTC](https://forums.unrealengine.com/t/determine-the-position-of-collision-with-oncomponentbeginoverlap/289793/2 "2015-08-16T14:25:35Z")

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I’m interrested too.

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**Author:** ![5lider](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@5lider](https://forums.unrealengine.com/u/5lider)\
**Post date:** [August 4, 2016, 9:28am UTC](https://forums.unrealengine.com/t/determine-the-position-of-collision-with-oncomponentbeginoverlap/289793/3 "2016-08-04T09:28:23Z")

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Yeah, I try to get that knowledge too.

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**Author:** ![anonymous\_user\_210522a1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_210522a1](https://forums.unrealengine.com/u/anonymous_user_210522a1)\
**Post date:** [August 5, 2016, 8:32pm UTC](https://forums.unrealengine.com/t/determine-the-position-of-collision-with-oncomponentbeginoverlap/289793/4 "2016-08-05T20:32:59Z")

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I would use the OnBeginOverlapp and use the “Other Actor” to get the ActorLocation this isn’t perfect but is kind of close, you should also be able to do it with actor components location to get a bit closer.

 ![101705-overlaplocation.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/2/5/32500173748723eaf981c1fe84d5c14cfa5b4a1c.png)

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**Author:** ![DennyR](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DennyR](https://forums.unrealengine.com/u/DennyR)\
**Post date:** [August 6, 2016, 2:30pm UTC](https://forums.unrealengine.com/t/determine-the-position-of-collision-with-oncomponentbeginoverlap/289793/5 "2016-08-06T14:30:53Z")

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OnComponentBeginOverlap doesn’t really give you a good HitResult. Most of the things are’t populated, so your best bet is to trace or sweep manually after OnComponentBeginOverlap is triggered.

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**Author:** ![HatiTA](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hatita/32/464821_2.png) [@HatiTA](https://forums.unrealengine.com/u/HatiTA)\
**Post date:** [August 6, 2016, 2:53pm UTC](https://forums.unrealengine.com/t/determine-the-position-of-collision-with-oncomponentbeginoverlap/289793/6 "2016-08-06T14:53:28Z")

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That’s the actual current way to do it.
