Line Trace Outputs a Null hit result despite hitting something

Hello, I’ve been working on this issue all day And tried everything I can think of. I’ve been using UE for almost 2 years. I copied the BP setup from a previous project that was working but was made in UE4. I’m now using 5.2

I’m inside a Projectile Base BP that has a couple of children. for Components, I have the following

Collision

  • Set as the Root, Has the collision projectile preset which blocks all, Simulate Physics is FALSE, Generate hit events is TRUE

Static Mesh

  • No collision, all bullets have simple collision in their SM, Physics is False

Projectile Movement Component

  • Sweep Collision True, Simulate Physics True

I’m also using ON Projectile Stop which outputs a Null hit impact as well. I’ve read that’s because projectiles can travel too fast to set the hit event or something like that. I did use this in my previous project with no issues.

However, to combat that, I’ve created a line trace on Event Tick that updates the bullet’s last position and detects if something was hit. I was going to feed that into my function that follows my OnProjStop.

I did have both bullet, and the collision as the component vector for “last known bullet”. But both didn’t even produce any hits at all. Projectile movements at least returns a true. Just no hit data.

The hit data goes into my BP that handles all the bullet hole decals, Spawns FX and sounds at the hit location. I keep getting “access none @ break hit result” which is obvious this hit result issue.

Am I missing something? let me know
Thanks in Advance

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I Found the issue, My main issue that I didn’t mention was it wasn’t outputting a physical material once the projectile stopped.

You must go to the collision Capsule (or whatever component that is handling collision.)

and click advanced under the collision area and ensure that “Return Material on Move” is True

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