ReceiveActorOnClicked ceased to work in pawn

I have a Pawn object in C++ which had earlier a static mesh as root component.
I used ReceiveActorOnClicked for getting clicks which worked perfectly.
Meanwhile I added animation and changed static mesh to skeletal mesh.
Strangely, ReceiveActorOnClicked doesnt work anymore (neither ReceiveActorBeginCursorOver etc).
Also tried add dynamic event:
OnClicked.AddDynamic(this, &AWorldUnit::UnitClicked);
but same, method not hit…
please let share with me, if you have any idea…

hm seems it hits but on very small piece of mesh the click noticed… I made a clickfest on it…
what can be the cause?

OK, it is confirmed:

ReceiveActorOnClicked and other events are active UNTIL skeletal mesh not animated.
when animation is ON, events ceased to hit.

https://answers.unrealengine.com/questions/278409/receiveactoronclicked-not-fired-when-mesh-animated.html

anyways, it seems not related to animation but skeletal meshes and their physical assets.
actually click through ReceiveActorOnClicked only received if I click to STATIC mesh parts (like weapon) of my pawn.

https://answers.unrealengine.com/questions/104739/bug-with-trace-and-onclick-events.html
this post from the above link seems like it is still an ongoing problem? though the post is from 2014…

so in summary what I did and where I stopped:

  • I have a pawn with C++ code which assembles a Pawn with skeletal mesh, static mesh and animation components
  • C++ method ReceiveActorOnClicked not triggered on skeletal mesh
  • the skeletal mesh has a Physics Asset, tried with box, sphere collision objects attached to bones (Add Box, Add Sphere, … in Physic Asset editor)
  • tried several collosion modes (Box, Sphere) but neither works…

someone seems solved this with creating a static mesh surrounding skeletal mesh and set it hidden for game, then click works again.

maybe anyone has a better idea or solution?

maybe it is related only to C++ solution and I missed sth when created the pawn in the code?
(skeletal mesh had valid pointer for physical asset, but I tried set it manually with SetPhysicsAsset, with the same no result)


AWorldUnit::AWorldUnit(const class FObjectInitializer& PCIP)
	: Super(PCIP)
{
	static ConstructorHelpers::FObjectFinder<USkeletalMesh> UnitMesh(TEXT("SkeletalMesh'/Game/Units/soldier_animated.soldier_animated'"));
	static ConstructorHelpers::FObjectFinder<UMaterial> UnitMaterial(TEXT("Material'/Game/Materials/Unit_Clothing_Mat.Unit_Clothing_Mat'"));

	static ConstructorHelpers::FObjectFinder<UMaterial> RifleMaterial(TEXT("Material'/Game/Units/Rifle_material.Rifle_material'"));
	static ConstructorHelpers::FObjectFinder<UMaterial> FlagMaterial(TEXT("Material'/Game/Units/Unit_flag_material.Unit_flag_material'"));

	static ConstructorHelpers::FObjectFinder<UStaticMesh> RifleMesh(TEXT("SkeletalMesh'/Game/Units/rifle_noanim.rifle_noanim'"));
	static ConstructorHelpers::FObjectFinder<UStaticMesh> FlagMesh(TEXT("SkeletalMesh'/Game/Units/flag_noanim.flag_noanim'"));

	static ConstructorHelpers::FObjectFinder<UAnimBlueprint> AnimBP(TEXT("AnimBlueprint'/Game/Units/UnitAnimatorBP.UnitAnimatorBP'"));
	
	static ConstructorHelpers::FObjectFinder<UPhysicsAsset> Physics(TEXT("PhysicsAsset'/Game/Units/soldier_animated_Physics.soldier_animated_Physics'"));

	_pUnitMesh = PCIP.CreateDefaultSubobject < USkeletalMeshComponent >(this, TEXT("Unit"));
	_pUnitMesh->SetSkeletalMesh(UnitMesh.Object);
	_pUnitMesh->SetPhysicsAsset(Physics.Object);

	_pFlagMesh = PCIP.CreateDefaultSubobject < UStaticMeshComponent >(this, TEXT("Flag"));
	_pFlagMesh->SetStaticMesh(FlagMesh.Object);
	_pRifleMesh = PCIP.CreateDefaultSubobject < UStaticMeshComponent >(this, TEXT("Rifle"));
	_pRifleMesh->SetStaticMesh(RifleMesh.Object);

	_pUnitMesh->SetAnimInstanceClass(AnimBP.Object->GeneratedClass);
	_pAnimBP = PCIP.CreateDefaultSubobject < UAnimBlueprint >(this, TEXT("Animation"));
	
	FVector new_scale = FVector(0.2f, 0.2f, 0.2f);
	_pUnitMesh->SetRelativeScale3D(new_scale);
	
	_Instance1 = _pUnitMesh->CreateAndSetMaterialInstanceDynamicFromMaterial(0, UnitMaterial.Object);
	_MaterialFlag = _pFlagMesh->CreateAndSetMaterialInstanceDynamicFromMaterial(0, FlagMaterial.Object);
	_Instance3 = _pRifleMesh->CreateAndSetMaterialInstanceDynamicFromMaterial(0, RifleMaterial.Object);

	
	SetRootComponent(_pUnitMesh);
	AddInstanceComponent(_pRifleMesh);
	AddInstanceComponent(_pFlagMesh);

	// values copied from editor, setting component positions
        _pFlagMesh->SetRelativeLocationAndRotation(FVector(-2.301296, 3.824689, -7.207497), FRotator(5.680313, -125.867767, 11.492057));
	_pRifleMesh->SetRelativeLocationAndRotation(FVector(-0.000019, 2.80532, -10.705698), FRotator(14.399689, 0, 0));

	_pFlagMesh->AttachParent = _pUnitMesh;
	_pFlagMesh->AttachSocketName = FName(TEXT("LeftHandSocket"));
	_pRifleMesh->AttachParent = _pUnitMesh;
	_pRifleMesh->AttachSocketName = FName(TEXT("PelvisSocket"));

	_pUnitMesh->SetRelativeLocationAndRotation(FVector(0, 0, 0), FRotator(0, 0, 0));
	
	PrimaryActorTick.bCanEverTick = true;

}

// toggles animation of clicked pawn
// it receives only if static mesh under mouse, doesnt work on skeletal even it has physical asset
void AWorldUnit::ReceiveActorOnClicked()
{
	Super::ReceiveActorOnClicked();
	if (_pUnitMesh->GlobalAnimRateScale == 0)
		_pUnitMesh->GlobalAnimRateScale = 1;
	else
		_pUnitMesh->GlobalAnimRateScale = 0;
..
}


so Im not sure it is 100% related to C++ and I just need to set sth in editor for physics asset or skeletal mesh.

well, I forced to pick a solution recommends using a hidden, covering static mesh on skeletal mesh getting the clicks.
it works, thought not the most elegant solution, Im still curious why my physical assets linked to skeletal didnt work.