# OnComponentHit Hit Location Bug

**URL:** <https://forums.unrealengine.com/t/oncomponenthit-hit-location-bug/352888>\
**Category:** World Creation\
**Tags:** oncomponenthit, hit-result, unreal-engine, Physics, hit-event, bug-report, question\
**Created:** [April 4, 2016, 2:19pm UTC](https://forums.unrealengine.com/t/oncomponenthit-hit-location-bug/352888 "2016-04-04T14:19:40Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Davision](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Davision](https://forums.unrealengine.com/u/Davision)\
**Post date:** [April 4, 2016, 2:19pm UTC](https://forums.unrealengine.com/t/oncomponenthit-hit-location-bug/352888/1 "2016-04-04T14:19:40Z")

</div>

Both Impact Location and Location of a OnComponentHit of a component that is physic simulated and relatively fast gives wrong results. The hit location is always off from what would is clearly the first impact/overlap location. Since it so far off I am unable to determine if the hit was in front of my component or behind.

To recreate it:

- Make a physics simulated component with a Hit event
- Either rotate it fast or move it fast against a collision
- On Hit event draw a debug sphere at hit location and a console event node with the command pause

Now you can clearly see that it is a wrong result. Any idea for a workaround to determine if a hit was in front or behind a object would be great.
