Issue with Collisions in an On Component Hit (Box Collision) Event

Hello. So I seem to be encountering an issue where my enemy BP class is not registering an ‘on component hit (box collision)’ event, even though at first glance, it seems that all my collision settings are correct between my two interacting blueprints.

Here is my projectile that is in the level:

And here is my enemy’s capsule collision settings:

I have a feeling like it could be something very simple that I’m missing here but not sure what… for reference, ‘on component hit’ is working totally as expected once a projectile collides with a wall or floor, actor object in my level, anything like that, just not when it actually collides with and impacts the enemy blueprint actor in my level, the breakpoint only happens when the projectile collides with something else.

Solution:
In the enemy capsule, set the IgnorePlayer to Block.

Explanation
Let’s look at each one object’s type first.
The enemy Capsule: Pawn
The bullet: Ignore Pawn

When a collision happen, each object checks for each other response and they take the lowest. So if the enemy blocks the bullet but bullet ignores, then the lowest result is the “Ignore”.
The rankings are from lowest to highest: Ignore, Overlap and Block as they are laid out.

In our case, the response of the:
Bullet hit Capsule (In the bullet image, Pawn is set to): Blocked
Capsule hit Bullet (In the enemy image, IgnorePlayer is set to): Overlap

So the result final result is Overlap. This means that the “Hit” function won’t work.

A great resources that explains how collision filter works is this amazing video by George Prosser (Senior Engineer at Studio Gobo that developed Hogwart Legacy). Check the collision filtering section starting from 3:54.

No, it doesnt seem that that’s it in this case. Even when my enemy is set to ‘Block’ the ‘IgnorePlayer’ channel, it’s still not detecting it as a hit for some reason.

I appreciate the video reference, that’s something I will take a look at.