Is there a way to get a 'Hit Event' before impulse is applied?

I am working on a VR knife throwing project with the intent of having thrown objects ‘stick’ into other objects upon collision. I am listening for the Hit Event on the ‘thrown’ actor. When the event fires I am stopping simulation of that actor. It is also probably worth noting that I am using CCD for the thrown actors as well.

What I am seeing is the Hit Event parameters are seemingly correct, but the impulse has sometimes already been applied to the ‘thrown’ actor. This is my hypothesis because the thrown actor bounces before simulation stops. I’m guessing this is happening because Hit Events are only fired on physics step, and the collision took place sometime between steps.

Is there any way to get the transform of the ‘thrown’ actor at the time of collision, or get the hit event before the impulse is applied?

Hi @hovergoat,

That’s a bit tricky and I’m not sure about the order of what happens first and whether it’s possible to get the hit event before impulse is applied. However, since you’re trying to detect when a thrown object has collided with something so that you can make it stick, maybe you can try using a sphere trace on your throwable object which is active only for the duration of the throw. By modifying the sphere radius you can detect approaching the wall up to a certain distance (say 10 units) and stop the simulation before the hit is registered and impulse is applied to your throwable.
Hope that helps