I understand, but this isn’t about detecting which object the player collided with — it’s about detecting which part of the player was involved in the collision.
Imagine the player is driving a car. The car hits a wall. I want to find out which component of the car was damaged by the collision. I’m not interested in which part of the wall was hit.
The OnHit event is inside the car Blueprint, because I’m not going to make every object the player might crash into into a separate Blueprint just to detect whether the collision was with the car’s front bumper or the side. That’s why I’m not interested in OtherComp. I care about MyComp — the component on the car that was hit.
So I don’t want to know HitResult.ElementIndex, which gives me the index of the hit element on the other object. I want to know the index of the car component that was hit.