What i’ve found is that hit events tend not to be generated for actors when they are hit by physics simulating actors. The collisions are working fine, but the event just isn’t generated.
When the static mesh for the ball in the projectile bp is simulating physics, the skeletal mesh hit event will not be generated.
But if I disable physics on the projectile, it is generated just fine:
I tested also by simply dropping the chamfer cubes (the blue physics boxes in the level) on the mesh and those generated no hit event either.
If I use overlap instead of hit event, the overlap is generated for overlaps of the physics simulating object, but it is unreliable, fast objects like projectiles very often fail to generate the overlap event, and that problem too is not present if physics are disabled for the projectile mesh.
I also interestingly noted that for the projectile actor, it’s internal hit event is always generated no matter what it’s colliding with (even other projectiles) so it seems the problem is not consistent across all actors either.
Is there a way to reliably generate these events from physics simulating actors?
Curious as to why you are using Physics Simulation w/projectile movement? I use PMC a lot and don’t have any issue with hits on insanely fast projectiles without the need to turn on ccd.
It’s not the projectile’'s hit event that’s failing, it’s the skeletal mesh’s., ditto for overlaps.
The reason why i’m using physics sim with the projectile movement is more or lessj ust that i’m firing balls and i want them to behave as physics objects. bouncing off walls and rolling on the floor, that kind of thing.
But really the setup in the OP is just an example, there are many cases wher ei need hit/overlap events to reliably work when hit by physics simulating objects. Portals, forcefields, launchers, buttons, list goes on…
The real problem here is that the collision system is not predictable to me, I need to understand why this is happening and how to work around it to be able to rely on it. Not being able to rely on the collision system puts me in a rather undesirable position.
PMC is pretty much disabled as soon as you enable physics. It says as much in the component hover description. If I need my obj to bounce I enable PMC’s bounce behavior. I can get a good ball effect out of it.
PMC also does sweep collision checks by default.
I also use a custom collision channel on every actor that uses PMC. This helps setup the overlap/hit events for my targets.