If I am using hit events on a skeletal mesh on my character, is there a way to be able to tell which bone on the skeletal mesh caused the hit event to fire? I DO NOT mean the bone on the other component, but on the component that I am reading the hit event from. The “Hit Bone” field in the hit result structure refers to the bone on the other component that was hit.
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Looks like there is no computationally simple way without modifying engine source. I’ve submitted a feature request here: Feature Request: Pass my skeletal mesh's bone name on hit event - Character & Animation - Unreal Engine Forums
One way to accomplish this is to use the GetClosestPointOnPhysicsAsset() function of the skeletal mesh, but this is not computationally simple.
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