OK, so I’ve made so the Hit event, when fired, prints the components that collide from both blocked and bumping actors. The capsule is just a bit bigger than the character in iddle pose, but when in punching animation the mesh has a bigger extension in horizontal direction than the capsule.
What I’m going to explain happens the same way with different collision types (BlockAll, Pawn, CharacterMesh) for the SkeletalMeshComponent and the CapsuleComponent as long as both have ticked the Simulate Hit events option:
a) If the two characters are very close, so the capsules are touching each other, the Hit events print many messages at once: at the same time the meshes collide one with another, the capsules collide between them, and each capsule collides with each mesh. So this is a correct or expected behaviour.
b) If the two characters aren’t so close, so the capsules aren’t in contact, if one characters fires the event that plays the punch animation, the fist of the first character passes through the mesh and the capsule of the other character, but no Hit event seems to be fired, as no printing is done. This is not desired at all, I want to make it so collision always generates Hit events when blocking actors bump like in this exposed situation.
Do you know how to solve what explained in “b”? It seems like the collision Hit event of the mesh with the other mesh and capsule isn’t fired because character requires the first’s capsule to also be colliding at the same time (I say this because of what I’ve explained in “a”).Analizing the exposed situation it seems that the mesh component is discarded or ignored for Hit collisions if the capsule isn’t colliding as well. It might be because of another fact, though.
Any help or suggestions on the matter would be really welcome.