How to make physical bullet hit?

So for past few years i always went with making guns hit by using line trace because whenever i make actor for bullet and send it flying from the gun actor doesn’t generate hit or when im using overlap it goes trough other objects (yes i did run destroy actor after overlap but it doesn’t work most of the time).

So can anyone explain to me how bullets like that are done in other games or give me some tutorial that explains it.

Create an Actor class

Add A collision component (sphere) and drag it on top of the scene component. This will replace the scene component with the collision as the Root component.

Adjust the Collision settings To Block everything you want to “HIT”.
Enable Simulation Generates Hit Events, Collision Enabled: Query Only


Add a Static Mesh component. Change the mesh to a sphere and scale it to match your collision component. Disable collision for the mesh.

The mesh is to give you a simple visual of the projectile. If you don’t need/want, simply delete it.


Add Projectile Movement Component. Nothing needs to be adjusted for a standard projectile.

Right click on the Collision Component → Add Event → On Component Hit

This will add the hit event to your event graph. Handle hit logic here.


Nothing else to do here. The projectile is ready and should work out of the box.

Yes but i have the issue of hit events mostly getting ignored and even tho object has collision sometimes will just pass trough even tho other times it won’t

Ohhhh ‘Use CCD’ wasn’t set to true now it works all the time

You do not need to use CCD. PMC does a sub-step Sweep Collision checks by default. It does not miss if you’ve setup everything correctly.

The above projectile will work at insane speeds on sheet plane collisions. Mine has a collision radius of 0.5cm and tested on 0.1cm at 600,000cm/s velocities.

Here’s a demo from 2 years ago.