# Problem checking when something IS NOT colliding with a component

**URL:** <https://forums.unrealengine.com/t/problem-checking-when-something-is-not-colliding-with-a-component/461125>\
**Category:** World Creation\
**Tags:** line-trace, event-hit, unreal-engine, Physics, Collision, Blueprint, question\
**Created:** [January 31, 2020, 2:10am UTC](https://forums.unrealengine.com/t/problem-checking-when-something-is-not-colliding-with-a-component/461125 "2020-01-31T02:10:02Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![anonymous\_user\_39013bbb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_39013bbb](https://forums.unrealengine.com/u/anonymous_user_39013bbb)\
**Post date:** [January 31, 2020, 2:10am UTC](https://forums.unrealengine.com/t/problem-checking-when-something-is-not-colliding-with-a-component/461125/1 "2020-01-31T02:10:02Z")

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I’m having a problem where I’m trying to make my character’s hand (handy component) move backwards. My first draft I’m going off of event hit which works fine BUT reseting the hand back into place doesn’t. I think this is because hit result isn’t continuously checking but I have CCD on.

Is there a way I can check when it’s done colliding?

My other option was going to be drawing a line trace checking to see if it interacts with a world static object but I’m not sure what nodes to call.

Can anyone point me in the right direction? I feel like this is a simple fix but I’m just missing it. Thanks!!!

 ![296050-help.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/d/d/4dd0f99f08fdf6e0f4b13b06b4c2b454a28f63de.png)

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [January 31, 2020, 10:59am UTC](https://forums.unrealengine.com/t/problem-checking-when-something-is-not-colliding-with-a-component/461125/2 "2020-01-31T10:59:21Z")

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When you get the hit, you also have a reference to the hit actor. You can then watch this with IsOverlappingActor/Component ( I think it is, something like that ), to know when the overlap has finished.

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**Author:** ![V0xFire](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@V0xFire](https://forums.unrealengine.com/u/V0xFire)\
**Post date:** [February 4, 2020, 8:06am UTC](https://forums.unrealengine.com/t/problem-checking-when-something-is-not-colliding-with-a-component/461125/3 "2020-02-04T08:06:08Z")

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Hey buddy @goodnightgames

im pretty sure event hit only fires the once when the hit takes place.

Can you be more specific about the use case here? eg, when the characters hands hit an enemy.

is this vr?

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**Author:** ![anonymous\_user\_39013bbb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_39013bbb](https://forums.unrealengine.com/u/anonymous_user_39013bbb)\
**Post date:** [February 6, 2020, 1:15am UTC](https://forums.unrealengine.com/t/problem-checking-when-something-is-not-colliding-with-a-component/461125/4 "2020-02-06T01:15:07Z")

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@v0xFire Yeah you’re right on that one.

Basically when the arm sprite collides with a wall it moves back as to not go through it.

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**Author:** ![V0xFire](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@V0xFire](https://forums.unrealengine.com/u/V0xFire)\
**Post date:** [February 6, 2020, 8:35am UTC](https://forums.unrealengine.com/t/problem-checking-when-something-is-not-colliding-with-a-component/461125/5 "2020-02-06T08:35:42Z")

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is there no way to do this with collision settings on the vr controller??
