Projectile component impact event not firing when projectile collides with scene graph entities

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

FORT-1175064 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.