Set Actor Location - Sweep don't generate Hit Results

Hi,

This is my setup to move a bullet toward its target.

It is always stopped on collisions, however in average it takes 3cycles until it actually generates a hit result after the initial collision. So the bullet stays for 3 seconds approximately at the same location and then finally creates a hit event. I experimented with every collider setting but nothing really seems to improve this.

Sorry for bumping this, but I need a Solution, which I can’t seem to find on my own. Any advice is highly appreciated. If something is unclear, please shout so I may try to explain it more precisely.

I guess I really have no idea what you are trying to do here. However, if I had to guess, due to the way you are moving it, it probably takes that long to hit something. Your delay is what is actually keeping it moving (I guess that is what you wanted; however, it is very little. I think you might want to do V + F and not V * F on your forward vector, also set it higher; much higher than 140, I used V + 1000 to test).

I did a test with your same setup and each cycle it barely moves 1 yard (if that). Nevertheless, as soon as it had something in its sweep path, it fired the hit immediately. The sweep is only checking between the actors current location and its target location (which is again, in your case, almost nothing). Therefore, until something gets that close to it, it will not fire the event.

To add to that, you say it stays at a location for 3 ticks and then fires, I think you might have different problem because it worked as expected for me.

Thank you for your answer. Yes, the setup on the screenshot moves really slow, it’s just for debugging purposes. And yes, the actually problem is that it stays on average for 3 ticks after colliding at approximately the same position (i think it moves barely noticeable each tick) before it generates the hit result.

This is what the actual collider looks like, but I’ve tried literally every setting of it without fixing the issue (some seem to have produce better results than others, still none generated the hit reliable) So I doubt it’s the Issue, but I have no idea what else it might be.

Where does your Set Actor Location Exec output go? How are you getting the hit feedback? Posting the rest of that BP might help a bit. I still can not reproduce your issue.

Out of the Screenshot are just some post hit effects.

and this is how the actuall projectile gets spawned

Ah ha! okay… on the branch after “Set Actor location”, move your codition to the Blocking Hit Bol of the hit result. I think the extra ticks you are seeing is the engine nudging the bullet. Maybe something to do with movement prediction, I’m not sure, but your testing a hit against a move instead of a hit against a hit.

LogBlueprintUserMessages: Server: Did movement occur at all? true Was it a Blocking Hit? false What did I hit? None

LogBlueprintUserMessages: Server: X=1290.000 Y=990.000 Z=240.000

LogBlueprintUserMessages: Server: Did movement occur at all? true Was it a Blocking Hit? true What did I hit? Wall1_27

LogBlueprintUserMessages: Server: X=1351.945 Y=990.000 Z=240.000

LogBlueprintUserMessages: Server: Did movement occur at all? true Was it a Blocking Hit? true What did I hit? Wall1_27

LogBlueprintUserMessages: Server: X=1351.947 Y=990.000 Z=240.000

LogBlueprintUserMessages: Server: Did movement occur at all? false Was it a Blocking Hit? true What did I hit? Wall1_27

LogBlueprintUserMessages: Server: X=1351.947 Y=990.000 Z=240.000

Oh boy, after a short test it seems like thats it… Thanks alot, this really gave me a headache.

Also worth mentioning, just so there is no confusion, the hit is generated by the sweeps trace and not the actual collision body. It is just asking, “When I do this, is something going to be in my way?” So, “What did I hit” refers to the sweep hit and not the literal collision of the objects. This would give you an instantaneous hit trace response vs giving the bullet travel time.

Ah ha… this is good to know! Thank you again for this additional, helpful information.