On Component Begin Overlap Sweep Result not populated

Ok yeah, I think you’re right there. I misspoke so let me clarify what’s going on. After reviewing my situation may be a little different than yours. First I should say my end goal here was to play a sound to represent the impact noise. So all I needed to figure out was the impact velocity.

So it turns out I’m using the hit event, and then I’m getting the hit location, and I’m doing a trace from the center of my actor to the hit location. Then I grab the linear velocity and multiply it by the impact normal (to get the impact velocity) and do a calculation to determine how loud that sound should play. It works well. Except for when you are moving up or down hill, for some reason hit events fire while moving on a slanted surface.