# Hit events don't fire unless at least one of the two actors/components have simulate physics enabled

**URL:** <https://forums.unrealengine.com/t/hit-events-dont-fire-unless-at-least-one-of-the-two-actors-components-have-simulate-physics-enabled/411799>\
**Category:** World Creation\
**Tags:** self-collision, unreal-engine, hit, Collision, question\
**Created:** [December 9, 2017, 4:31am UTC](https://forums.unrealengine.com/t/hit-events-dont-fire-unless-at-least-one-of-the-two-actors-components-have-simulate-physics-enabled/411799 "2017-12-09T04:31:12Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_875519d0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_875519d0](https://forums.unrealengine.com/u/anonymous_user_875519d0)\
**Post date:** [December 9, 2017, 4:31am UTC](https://forums.unrealengine.com/t/hit-events-dont-fire-unless-at-least-one-of-the-two-actors-components-have-simulate-physics-enabled/411799/1 "2017-12-09T04:31:12Z")

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Hello everyone,

I’m currently facing an issue I need help with. I need to use the hit event instead of the overlap event for my weapon collision, but I can’t get hit events to work unless at least one of the two components interacting with each other have simulate physics enabled. To test this, I have a box collision around my sword, and here are the collision settings I have on it:

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/6/9/f69687f4fdc4b273b57af8adc707e59617dd0fb2.png)

All I’m doing is placing a sword, and equipping the other sword, and try hitting the sword. I have a “print string” node coming directly from the box collision’s “On Component Hit”, but nothing is being called. I’ve tried all “Collision Enabled” types and the same issue persists.

Thank you!
