Summary
Projectile components not firing Impact event when in contact with entities despite physically stopping in world
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Scene Graph
Steps to Reproduce
Create a custom projectile prefab and give it a component that inherits from fort_projectile_component, in the component use this code:
OnSimulate <override> ()<suspends> : void =
(super:)OnSimulate()
if. SimulationEntity := Entity.GetSimulationEntity[] then. set SimEntity = option. SimulationEntity
#OnImpactEvent.Subscribe(HandleImpact)
HandleImpact(Impact : projectile_impact_result) : void =
Print("Impact")
Expected Result
Impact is printed whenever the projectile physically stops
Observed Result
Impact is only printed when the projectile collides with non-entities e.g static meshes, landscape actors, fort water bodies ext
Platform(s)
PC (UEFN editor)
PC (UEFN session)
Video
Additional Notes
workaround: just make the alive after impact time 0 seconds and put your impact logic under remove from scene