Hit location from event hit is inaccurate even with ccd enabled. Ive tried to change tick group to post physics and it seems like it increased accuracy, but i still need more acurate result. Adding collision component didnt help.
Screenshots of my script and result. Screenshots were made in ue5, but i had same problem with ue4.
Also, if this is a projectile, why not use a Projectile Movement Component? It takes over PhysX (for non-simulating static meshes) calculation and gives you sub-stepping and CCD Sweeps:
Besides that, I wouldn’t worry about that too much - PhysX will be replaced (and deprecated) with Chaos in the final UE5. On the other hand, I’d worry a lot because Chaos is in a truly sorry state
extremely fast moving actors like this do tend to have some issues with collisions
I assume this is a projectile youre shooting, if its moving that fast you probably cant see it in the air right?
Not quite what youre looking for but a good alternative would be to skip the bullet and just use a line trace. youll spawn the muzzle flash effect from your gun/camera or whatever, shoot the line trace, if it hits then spawn the bullet there at your players rotation which should immediately fire any collision logic from the bullet blueprint.