OnComponentHit Isn't working

Hi, I was following the FPS tutorial, all was working well but now I have a problem with the OnComponentHit event, isn’t being called

The collision settings are working properly, I have tried to use that event with blueprints and it works, but with code isn’t, any idea why?

Here is the script



#include "FPSProjectile.h"

// Sets default values
AFPSProjectile::AFPSProjectile()
{
    // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;
    // Use a sphere as a simple collision representation.
    CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));

    CollisionComponent->BodyInstance.SetCollisionProfileName(TEXT("Projectile"));
    CollisionComponent->OnComponentHit.AddDynamic(this, &AFPSProjectile::OnHit);

    // Set the sphere's collision radius.
    CollisionComponent->InitSphereRadius(15.0f);
    // Set the root component to be the collision component.
    RootComponent = CollisionComponent;


    // Use this component to drive this projectile's movement.
    ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
    ProjectileMovementComponent->SetUpdatedComponent(CollisionComponent);
    ProjectileMovementComponent->InitialSpeed = 3000.0f;
    ProjectileMovementComponent->MaxSpeed = 3000.0f;
    ProjectileMovementComponent->bRotationFollowsVelocity = true;
    ProjectileMovementComponent->bShouldBounce = true;
    ProjectileMovementComponent->Bounciness = 0.3f;

    // Die after 3 seconds.
    InitialLifeSpan = 3.0f;
}

// Called when the game starts or when spawned
void AFPSProjectile::BeginPlay()
{
    Super::BeginPlay();
    UE_LOG(LogTemp, Error, TEXT("Instanced!"));

}

// Called every frame
void AFPSProjectile::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

}

void AFPSProjectile::FireInDirection(const FVector & ShootDirection)
{
    ProjectileMovementComponent->Velocity = ShootDirection * ProjectileMovementComponent->InitialSpeed;
}

// Function that is called when the projectile hits something.
void AFPSProjectile::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit)
{

    UE_LOG(LogTemp, Error, TEXT("It's a collision!"));
    if (OtherActor != this && OtherComponent->IsSimulatingPhysics())
    {
        OtherComponent->AddImpulseAtLocation(ProjectileMovementComponent->Velocity * 1000.0f, Hit.ImpactPoint);
    }
}


and the header



#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/SphereComponent.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/PrimitiveComponent.h"
#include "FPSProjectile.generated.h"


UCLASS()
class FPSPROJECT_API AFPSProjectile : public AActor
{
    GENERATED_BODY()

public:    
    // Sets default values for this actor's properties
    AFPSProjectile();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;
    UPROPERTY(VisibleDefaultsOnly)
    USphereComponent* CollisionComponent;

    // Projectile movement component.
    UPROPERTY(VisibleAnywhere, Category = Movement)
    UProjectileMovementComponent* ProjectileMovementComponent;

    // Function that initializes the projectile's velocity in the shoot direction.
    void FireInDirection(const FVector& ShootDirection);    

    // Function that is called when the projectile hits something.
    //UFUNCTION()
        void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit);
};

My projectile actor collision setup

Thanks for your time guys, any help will be appreciated

1 Like

I’m trying in vain to spot what I suspect is a trivial mistake =P

So the line UE_LOG(LogTemp, Error, TEXT(“It’s a collision!”)); never fires, correct?

Could you show us what is beneath the Collision Presets?

Try this signature:
OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)

1 Like

Yes, that log is never called, here is the preset I’m using

Still not working :(, The overlap event is called if I try it from blueprint, but not from code, here is the updated code


#include "FPSProjectile.h"


// Sets default values
AFPSProjectile::AFPSProjectile()
{
    // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;
    // Use a sphere as a simple collision representation.
    CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));

    CollisionComponent->BodyInstance.SetCollisionProfileName(TEXT("Projectile"));
    CollisionComponent->OnComponentHit.AddDynamic(this, &AFPSProjectile::OnHit);
    CollisionComponent->OnComponentBeginOverlap.AddDynamic(this, &AFPSProjectile::OnOverelap);
    //CollisionComponent->OnComponentBeginOverlap.Add(&AFPSProjectile::OnOverelap)

    // Set the sphere's collision radius.
    CollisionComponent->InitSphereRadius(15.0f);
    // Set the root component to be the collision component.
    RootComponent = CollisionComponent;


    // Use this component to drive this projectile's movement.
    ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
    ProjectileMovementComponent->SetUpdatedComponent(CollisionComponent);
    ProjectileMovementComponent->InitialSpeed = 3000.0f;
    ProjectileMovementComponent->MaxSpeed = 3000.0f;
    ProjectileMovementComponent->bRotationFollowsVelocity = true;
    ProjectileMovementComponent->bShouldBounce = true;
    ProjectileMovementComponent->Bounciness = 0.3f;

    // Die after 3 seconds.
    InitialLifeSpan = 3.0f;
}

// Called when the game starts or when spawned
void AFPSProjectile::BeginPlay()
{
    Super::BeginPlay();
    UE_LOG(LogTemp, Error, TEXT("Instanced!"));

}

// Called every frame
void AFPSProjectile::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

}

void AFPSProjectile::FireInDirection(const FVector & ShootDirection)
{
    ProjectileMovementComponent->Velocity = ShootDirection * ProjectileMovementComponent->InitialSpeed;
}

// Function that is called when the projectile hits something.
void AFPSProjectile::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit)
{

    UE_LOG(LogTemp, Error, TEXT("It's a collision!"));
    if (OtherActor != this && OtherComponent->IsSimulatingPhysics())
    {
        OtherComponent->AddImpulseAtLocation(ProjectileMovementComponent->Velocity * 1000.0f, Hit.ImpactPoint);
    }
}

void AFPSProjectile::OnOverelap(UPrimitiveComponent * HitComponent, AActor * OtherActor, UPrimitiveComponent * OtherComponent, int otherBodyIndex, bool fromsweep, const FHitResult & Hit)
{
    UE_LOG(LogTemp, Error, TEXT("It's overlaped!!"));

    if (OtherActor != this && OtherComponent->IsSimulatingPhysics())
    {
        OtherComponent->AddImpulseAtLocation(ProjectileMovementComponent->Velocity * 1000.0f, Hit.ImpactPoint);
    }
}



With this it works, then the collider preset isn’t the problem I think, but also i cant see the code error :frowning:

[SOLVED] For some reason when I add the delegate for OnComponentHit (or any event) in the constructor, it doesn’t works, I just have added it in BeginPlay() and now it works o_o

9 Likes

Don’t set things in the constructor, they’re liable to get stomped by construction scripts / actor load from disk. PostLoad / OnBeginPlay are fairly safe spots to do any initialization code.

You saved my life

1 Like

This guy fixed it by changing the parent class of the blueprint and then put it back to what it was: https://youtu.be/KQgOqyYoHAs?si=aoU4Lw-APFC61drt&t=5455

It’s quite destructive though.