Overlap event returns "None" on Hit Bone Name

Hi, I have a problem with the overlap event return. When I break down the Sweep result and try to print the name of the Hit Bone I get “none”. I am testing this with a Blueprint of my Character.

Have you looked at what it is actually overlapping with? You might be overlapping the capsule, so it wouldn’t have a bone that got hit.

Not quite sure if that helps but I had a similar issue with a projectile colliding with the skeletal mesh of my pawn. The way I fixed it was just setting the collision sphere as the root of the projectile actor and all worked lika a charm.,

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As for the “Other Actor” I get the CharacterBlueprint which I placed into the level to test this on, and the “Other Component” returns the Mesh name.

I tried out your suggestion and sadly it didn’t work. Probably because I am not making a projectile but a melee weapon, so I don’t have a projectile movement component.

Do you have physics bodies attached to your skeletal mesh?

Yes. Does that effect the overlap event?

It could if you didn’t have them :confused:

Did you ever find a solution to this issue? I am experiencing the same thing and cannot find an answer anywhere.

I did resolve it by making a lot of volumes and manually sending the information I needed about the bone that was hit.

I have experienced this recently. Where my projectile goes and hit/ blocked by collision capsule. So it never goes to the actual mesh to get the bone. What I did was I setup my collision capsule’s collision preset to ignore my projectile collision object type. But my mesh block the projectile collision object type. Hope this helps someone.

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