Hit event doesn't generate on touching the ground

The hit event doesn’t generate when the object touches a static mesh while it generates when touching a pawn.

I made a pawn (without controller) using the default Mannequin skeletal mesh and tried to use Event Hit to detect hit. I enabled physics simulation but when it fell on the ground (static mesh actor), the Event Hit doesn’t generate (but it stopped on the ground). However, when I touched the pawn with a default pawn sphere (by debug camera), Event Hit of the former pawn generated.

Why does the hit event generate when hitting a pawn but does not when hitting a static mesh? Is it a bug or my setting error? I use the newest UE 4.23. Thank you very much.

Error reappearing:
Make a BP class using pawn → Add a mannequin → Simulate physics → Connect the Event Hit to a Print String node (to make it visible) → Add this pawn to the scene. Hit event generates if you see string printed.

Issue update: I create two same pawns above and make them overlap. The event hit didn’t generate.

I enabled physics simulation but when
it fell on the ground (static mesh
actor)

Did you enable generation of Hit Events:

291659-annotation-2019-11-02-192518.png

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I enabled simulation generate hit events.
I’ve tried various conditions, including enable/disable physics, gravity, etc. I also tried to pull the object into the wall (initially overlapping) but the hit event didn’t generate either.
However, the hit generated when the object touched the default pawn .

I created a new pawn bp and added a mannequin simulating physics. Hit event generated when it hit the floor. Therefore I guess there’s a certain unknown bug in my previous bp.
BTW, how can I get hit result between 2 objects when neither enabled physics simulation? I’m trying to make a character with mesh as its collision, therefore need to rewrite the movement.

I did so. The problem solved when I simply create a new BP same as the former.

Somehow I missed the fact that you’re talking about the skeletal mesh. I’ll have a look.

The skeletal mesh is many components - you will need to enable it for every relevant part:

Image from Gyazo

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