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.,
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
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.