In order to do this in C++ you would simply use the Add Code to Project wizard to add a new class to your project that is based on Actor (or some other class which is derived from Actor as well.)
Inside the source for that class you can override the OnActorHit event to add your own functionality. I’d recommend calling Super::OnActorHit first so the engine can carry out it’s normal processes before you perform your own logic.
How do you mean? Can you post a code example? Is the code being executed, and are you making sure to actually use the new C++ class instead of your blueprint?
OnActorHit is a struct , but i tryed to have a function like this :
void OnActorHit()
{
//do something ...
}
but i don’t really know how to do that , i come from unity3D , on it you have a OncollisionEnter() function which is call every frame when your actor is colliding something .
But here we have a struct which is call so i don’t really know how to transform this event into a function calling . Or maybe i should use an other method