projectile not triggering Hit event on blueprint.

Hi everyone,

I hope you will be able to help me out as I am new to blueprints and having trouble. My current setup is a tank that shoots a projectile at a wall. the wall is setup to swap meshes with a blueprint that consists of physics bricks when it is hit. When I run my tank into the wall it works as intended. However, when i shoot my projectiles at it they simply bounce off without triggering the hit event and swapping out the mesh.

I have “Simulation generates hit events” checked on for the both the collsion sphere and mesh that make up the projectile. Any suggestions to get the projectiles to trigger my walls hit event would be great!

thanks!

I’m a little surprised I’m having so much difficulty getting an answer to this. Ive asked the question in three different places and no one seems to be help me out. which leads me to ask myself why.

a. Is this such a simple problem that people are ignoring it with an “oh my god you really need to figure that one out for yourself.”
b. have I not accurately described the issue and are people having difficulty understanding what my problem is?
or c. Is this really such a diffcult thing to do. ( i cant imagine this is why as having things happen when projectiles hit something seems to be a core game mechanic in every game in like…ever ^^)

Again any help to solve this issue would be greatly appreciated!

Thanks!

Hello,
There are different possibilities. Even if you checked, you may have a collision issue (if your projectile mesh has no collision set for example or if the collision presets is wrong) There may be some issue with how your wall is swaped too. All those would need some screenshots to be set.

As a workaround, using an overlap event instead of a hit event could solve quickly your issue.

Are you using the same collision preset on tank and projectile? It doesn’t have to be exactly the same but projectile should be set to “Block” what ever type of actor you have set for a wall.
For example, set Custom collision preset on Wall and set it as “Destructible” Object Type. Now take a collision mesh of your projectile (it has to be root) and set it’s Custom collision preset to Block “Destructible”.
I don’t know if you are using ProjectileMovement component but give it a try, it seam to override collision setting of projectile and will generate physics collision event even if projectile is not set to Simulate Physics.

Thanks for answering :slight_smile:

I am using the ProjectileMovement component indeed. Maybe im being stubborn but I dont see how this is a collision issue, as the collision is working. When I fire a projectile at the wall it hits it, stops, and then bounces back. This should mean that collision is working as intended no? The problem is that when the collision takes place a hit event is not being generated. I will take another look this evening and take some screenshots to hopefully get this cleared up.

So i figured out the reason that the hit event was not being triggered. It was because i had enable physics checked on for my projectile. this is slightly anoyong though…because i want to have physics enabled as at the moment the projectile just shoots at the wall and on contact freezes in mid air. not exactly optimal. I will have a play around but comments would be great.

Thanks!

Then don’t use projectile movement component or enable bouncing in its settings.
To my understanding, the idea behind projectile movement component is to provide you with something that generates hit events without the performance impact of running physics calculation on it. If your projectile is something like a bullet or a shell, you just destroy it on impact anyway.