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