Equipped Tool/weapon only hits when simulate physics is enabled?

Hi i have a tool that is equipped in players hand with collision, when i hit a rock it only generates the hit event if simulate physics is on but i don’t want the rock to have physics, how can i fix this? Also the players capsule component does generate hit events on the rock even with physics turned off.
Hit Event

Tool Collision

Rock Collision

I was also thinking of making a line trace based of the sockets locations of the equipped tool but the hitbox for that wouldn’t be a precise as using the collision.

This phenomenon is not caused by enabling physics simulation on the rock, but rather by the collision channel settings. If you want to achieve the desired effect, you should make the following settings:

  1. Set the object type in your tool’s collision settings to A (this depends on how you define it; you can also create a collision type called “Tool”).
  2. Is the rock a Blueprint or a model in the scene? If it’s a Blueprint, you can set its collision type to B. If it’s a model, the default collision type for scene models should be WorldStatic.
  3. You need to enable collisions with channel B in the collision settings of your tool’s Blueprint. In Unreal Engine, collisions occur as long as either object has collisions enabled for the other. Only when both objects ignore each other’s collision channels will there be no collision.

Sorry what are you meaning when you refer to channel “A” or “B”?

I have created a basic box collision to test fresh Object type is Tool and it blocks world static

And i have made a basic bp where its collision is world static and blocks Tool

However this still doesn’t hit. Am i misunderstanding something?

Another edit, If I move the tool using a set relative location with sweep on it runs the hit event correctly, However when moving using animations it doesn’t.

Is the some setting for animations to also be able to perform hit events?

In your Tool Collision, the Object Type is set to Pawn, and you have configured the Pawn type to Block against WorldStatic. Similarly, in Rock Collision, its type is WorldStatic, and it is set to Block against Pawn. If you want to eliminate collision between the two, you can simply change the response of the WorldStatic channel in Tool Collision to Ignore, or alter the Pawn channel in Rock Collision to Ignore.


in Collision Setting , Object Type

I’m afraid I might have misunderstood you. Could you please repeat what functionality you want to achieve? Do you mean to realize a function where the player holds a tool that does not collide with the player themselves but does collide with objects in the scene?
To achieve such a functionality, assuming the player’s Object Type is Pawn and the tool held by the player’s Object Type is Tool, you need to set the default response for the Tool channel to Block, so that all objects in the scene will have a Block response to the Tool type. Then, in the player’s settings, set the response of Pawn to Tool to Ignore. In the collision settings of the tool held by the player, set the response of Tool to Pawn to Ignore, and set the response of Tool to all other channels to Block. This way, there will be no collision between the Tool and the Pawn, but the Tool will collide with other types of objects.
Additionally, you should not use the Hit event, as its invocation requires specific triggering conditions, which is why you need to enable physics simulation for it to be triggered. If you want to detect collisions, you should call these functions to do so.
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