How can I access primitive shape info in blueprints from Physics asset?

I have a character BP with skeletal mesh that has on component hit event and I am trying to somehow get the name variable that is present in the primitives.


I basically want to use it as a tag for each shape, so when the collisions trigger, I know which primitive shape was hit. Is this possible in blueprints and if not is there any other way to differentiate between multiple primitive shapes?

I wanted to do the same thing and didn’t find the possibility to do it. For my purpose I simply created a component that creates and attaches primitive shapes on it’s own to the mesh. I distribute the solution on the Marketplace. It is called Excellent Hitbox Component if you are interested.

Oh nvm, you can actually get the name by simply breaking the hit event and use the Bone name.

Like HarderStudios said, bone name or socket name sounds like what you need. There are many ways to get it.