# How to get collision call on BSP with Event hit?

**URL:** <https://forums.unrealengine.com/t/how-to-get-collision-call-on-bsp-with-event-hit/330118>\
**Category:** World Creation\
**Tags:** detection, event-hit, unreal-engine, Collision, question\
**Created:** [August 27, 2015, 5:27pm UTC](https://forums.unrealengine.com/t/how-to-get-collision-call-on-bsp-with-event-hit/330118 "2015-08-27T17:27:04Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![MrGoatsy](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mrgoatsy/32/918697_2.png) [@MrGoatsy](https://forums.unrealengine.com/u/MrGoatsy)\
**Post date:** [August 27, 2015, 5:27pm UTC](https://forums.unrealengine.com/t/how-to-get-collision-call-on-bsp-with-event-hit/330118/1 "2015-08-27T17:27:04Z")

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I saw this and figured it should be fixed by now:

> **[\[Bug\] Event Hit not called on brush hits](https://forums.unrealengine.com/questions/4917/bug-event-hit-not-called-on-brush-hits.html)**
>
> It seems the blueprint event “Event Hit” is only called when the actor hits another actor (including static meshes), but not when it hits a brush. Is this intentional or a bug? Or something that can be adjusted/fixed?

But I can’t seem to get a collision call when it hits a bsp, is there a workaround to this?

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**Author:** ![buscas31](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@buscas31](https://forums.unrealengine.com/u/buscas31)\
**Post date:** [August 27, 2015, 6:50pm UTC](https://forums.unrealengine.com/t/how-to-get-collision-call-on-bsp-with-event-hit/330118/2 "2015-08-27T18:50:30Z")

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Try to add blocking volume around the bsp and change the collision to “block all”.

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [August 27, 2015, 7:56pm UTC](https://forums.unrealengine.com/t/how-to-get-collision-call-on-bsp-with-event-hit/330118/3 "2015-08-27T19:56:40Z")

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Hi ,

Buscas31 is correct. BSPS are hollow and as such do not respond to trace events. You will have to add a blocking volume to the bsp to be able to simulate hit events. Alternatively, you can (and inevitably should) convert your bsps to static meshes. By doing so you will enable that mesh to be hit by traces utilizing it’s own collision.
