I looked at the delegates in c++ but I can’t see anything extraordinary there.
It’s simply creating the StaticMesh
and setting it at the root.
My assumption here is that both delegates are no longer registered since you replace the root. Probably the reason why blueprints do not really allow you to do it in the first place.
You should not be using physics with Projectile Component. If you do, the Projectile Component will not work.
If the updated component is simulating physics, only the initial launch parameters (when initial velocity is non-zero) will affect the projectile, and the physics sim will take over from there.
This feels very counter-intuitive,
True, but the Component is doing all the heavy lifting.
I think it has something to do with “Simulate Physics”.
When It is set to False, before I activate my projectile, I do get the bounce and stop events.
But if it is set to True, I don’t see the events.