Why is the Character mesh not generating Hit Events

Hi, AnXgotta, thanks for your time for responding.

I think that StaticMeshComponent Hit wouldn’t be processed in a Character blueprint subclass, even if it does in a normal blueprint. In Character, I’ve seen that non-Root components (SkeletalMeshes, capsules, spheres…) don’t fire Hit for a certain channel if the Root has Ignore response for that channel.

Also, if Root collision is blocking, apparently Hit for other components will be only processed if the Root capsule is also blocking against what is blocking the other component.

As you may agree, this is a limitation for a fighting game like the one I’m working on, so I can’t detect Hits when the SkeletalMeshComponent’s fist punches into another actor, just because the capsule isn’t so big to cover the whole scene, but just the body of the character. Trying to make the Root capsule very big first leads to Monkey Ball-like weird effects, but then you have to disable Root’s collision for some channels, but as said then you can’t detect component’s.

Currently I have a tracing solution implemented, which works pretty well, but I insist that it would be much better if in UE4 it was possible for Character components that are not Root to deal independently with Hit events. So if someone knows how to solve it I would like to know, if there’s no way, take this as a request to implement what I believe would be a very important feature.