# \#hit-detection

**URL:** https://forums.unrealengine.com/tag/hit-detection/5096.md

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## [Even hit not working unless simulate phyiscs is enabled](https://forums.unrealengine.com/t/even-hit-not-working-unless-simulate-phyiscs-is-enabled/313195)

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**Author:** [@anonymous\_user\_0de03b571](https://forums.unrealengine.com/u/anonymous_user_0de03b571)\
**Replies:** 7\
**Last updated:** [February 26, 2025, 5:19pm UTC](https://forums.unrealengine.com/t/even-hit-not-working-unless-simulate-phyiscs-is-enabled/313195 "2025-02-26T17:19:36Z")

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I’m not sure if i have missed something somewhere but i can’t seem to use event hit to detect hits with objects which don’t have simulate physics turned on. I have checked out the documentation for event hit and i can’t …

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## [Problem with Line Trace/Sphere Trace Fires in All Clients??](https://forums.unrealengine.com/t/problem-with-line-trace-sphere-trace-fires-in-all-clients/2311700)

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**Author:** [@RAT\_Official](https://forums.unrealengine.com/u/RAT_Official)\
**Replies:** 1\
**Last updated:** [January 31, 2025, 12:54pm UTC](https://forums.unrealengine.com/t/problem-with-line-trace-sphere-trace-fires-in-all-clients/2311700 "2025-01-31T12:54:39Z")

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Even though, i am running Custom Event “Run on owning Client”… it somehow runs on both other clients and server Somehow, other clients interact with other clients?? i mean in a way : Server : Works normal, only …

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## [How to have AI detect collision hits from physical objects](https://forums.unrealengine.com/t/how-to-have-ai-detect-collision-hits-from-physical-objects/1566885)

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**Author:** [@Orang\_boi\_m8](https://forums.unrealengine.com/u/Orang_boi_m8)\
**Replies:** 2\
**Last updated:** [December 29, 2024, 12:17pm UTC](https://forums.unrealengine.com/t/how-to-have-ai-detect-collision-hits-from-physical-objects/1566885 "2024-12-29T12:17:14Z")

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Okay in my game I want to make it so that when a projectile hits my enemy AI the AI will get stunned for a little moment. However, I can’t seem to get that functionality working for whatever reason. So this is what I ha…

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## [当たり判定の調整方法がわからないです。](https://forums.unrealengine.com/t/topic/2156826)

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**Author:** [@user\_fc8619de1cce7932914d3567d1378bd98850c46f719823cb8695b9](https://forums.unrealengine.com/u/user_fc8619de1cce7932914d3567d1378bd98850c46f719823cb8695b9)\
**Replies:** 1\
**Last updated:** [November 28, 2024, 9:38pm UTC](https://forums.unrealengine.com/t/topic/2156826 "2024-11-28T21:38:25Z")

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チュートリアルに従ってやっていたんですが、当たり判定がアホみたいに長いです。 動画だとget forward vectorに繋がっているやつで距離調整してるらしいんですが、できません 参考「https://youtu.be/zt13VcimeyI?si=BEv1gL31-ZJJ93--」

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## [gizmo has constant screenspace size, but hit detection scales in world space](https://forums.unrealengine.com/t/gizmo-has-constant-screenspace-size-but-hit-detection-scales-in-world-space/489113)

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**Author:** [@fatmarrow](https://forums.unrealengine.com/u/fatmarrow)\
**Replies:** 0\
**Last updated:** [September 23, 2021, 9:42am UTC](https://forums.unrealengine.com/t/gizmo-has-constant-screenspace-size-but-hit-detection-scales-in-world-space/489113 "2021-09-23T09:42:53Z")

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I am having trouble with a bit of code that worked (I believe) in 4.25 but stopped working correctly in 4.26. Please forgive my ignorance but it’s not my code and I am unfamiliar with gizmos. Sorry if this is a no-braine…

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## [LineTrace backface](https://forums.unrealengine.com/t/linetrace-backface/427139)

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**Author:** [@damianpodwiazka](https://forums.unrealengine.com/u/damianpodwiazka)\
**Replies:** 2\
**Last updated:** [May 22, 2021, 11:21pm UTC](https://forums.unrealengine.com/t/linetrace-backface/427139 "2021-05-22T23:21:43Z")

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Hey, I have a problem with LineTrace - it’s not hitting backface of walls that are made of planes. Is there any way to make them TwoSided for LineTrace?

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## [How to get primitive / vertices of mesh that contributed to specific pixel in rendering?](https://forums.unrealengine.com/t/how-to-get-primitive-vertices-of-mesh-that-contributed-to-specific-pixel-in-rendering/475077)

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**Author:** [@anonymous\_user\_98071a2b](https://forums.unrealengine.com/u/anonymous_user_98071a2b)\
**Replies:** 0\
**Last updated:** [November 27, 2020, 2:07pm UTC](https://forums.unrealengine.com/t/how-to-get-primitive-vertices-of-mesh-that-contributed-to-specific-pixel-in-rendering/475077 "2020-11-27T14:07:53Z")

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Hi, I have a special use case where I need to know the connection between a rendered pixel and its mesh element(s) (primitive etc.). Basically I want to render from different camera positions and annotate each mesh elem…

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## [Question about unresolved guid from clients](https://forums.unrealengine.com/t/question-about-unresolved-guid-from-clients/389526)

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**Author:** [@Skell](https://forums.unrealengine.com/u/Skell)\
**Replies:** 1\
**Last updated:** [July 23, 2020, 11:33am UTC](https://forums.unrealengine.com/t/question-about-unresolved-guid-from-clients/389526 "2020-07-23T11:33:21Z")

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I’m using client-side projectile hit detection for a project I’m working on and am curious over what to do about the following warning about unresolved guids: LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObj…

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## [Line trace collision detection for laser gun, how to detect when an object is getting hit by the the line trace](https://forums.unrealengine.com/t/line-trace-collision-detection-for-laser-gun-how-to-detect-when-an-object-is-getting-hit-by-the-the-line-trace/457126)

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**Author:** [@mikebawdon](https://forums.unrealengine.com/u/mikebawdon)\
**Replies:** 1\
**Last updated:** [October 19, 2019, 4:09pm UTC](https://forums.unrealengine.com/t/line-trace-collision-detection-for-laser-gun-how-to-detect-when-an-object-is-getting-hit-by-the-the-line-trace/457126 "2019-10-19T16:09:27Z")

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hi, I have converted the first person blueprint gun into a laser gun and i would like to add impulse physics to any object being hit by the laser similar to the base prefab, I am new to visual scripting and am unsure how…

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## [Spawn Emitter On Hit Client problem](https://forums.unrealengine.com/t/spawn-emitter-on-hit-client-problem/287855)

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**Author:** [@anonymous\_user\_34311ab91](https://forums.unrealengine.com/u/anonymous_user_34311ab91)\
**Replies:** 3\
**Last updated:** [September 4, 2019, 11:27am UTC](https://forums.unrealengine.com/t/spawn-emitter-on-hit-client-problem/287855 "2019-09-04T11:27:01Z")

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Hi everyone! I’m having a problem with Spawn Emitter At Location’s consistency. I expanded the First Person example with network functionality and have the server spawn a projectile and when the projectile hits a surfac…

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## [Is it possible to simulate a soundwave in UE4?](https://forums.unrealengine.com/t/is-it-possible-to-simulate-a-soundwave-in-ue4/448899)

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**Author:** [@WalterEKurtz](https://forums.unrealengine.com/u/WalterEKurtz)\
**Replies:** 0\
**Last updated:** [May 13, 2019, 7:51pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-simulate-a-soundwave-in-ue4/448899 "2019-05-13T19:51:39Z")

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Hi all, I’m working on my BSc thesis, and I potentially want to use UE4 to generate data for my thesis. For my thesis I have to classify whether a sound source originates from outside a playing field or form inside of i…

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## [Paragon Countess - Can I swap her weapon?](https://forums.unrealengine.com/t/paragon-countess-can-i-swap-her-weapon/432435)

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**Author:** [@VagrantProfile](https://forums.unrealengine.com/u/VagrantProfile)\
**Replies:** 2\
**Last updated:** [March 21, 2019, 4:20am UTC](https://forums.unrealengine.com/t/paragon-countess-can-i-swap-her-weapon/432435 "2019-03-21T04:20:08Z")

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I’ve added the Paragon Countess pack to my project. Is there any way to swap out her swords or are they part of her skeleton? If they ARE part of her skeleton, is there any way to do hit detection when you “weapon bone…

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## [Simple Raytrace distance = 0](https://forums.unrealengine.com/t/simple-raytrace-distance-0/444965)

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**Author:** [@Resupply8672](https://forums.unrealengine.com/u/Resupply8672)\
**Replies:** 1\
**Last updated:** [March 10, 2019, 1:06am UTC](https://forums.unrealengine.com/t/simple-raytrace-distance-0/444965 "2019-03-10T01:06:06Z")

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I’ve written a function which raytraces directly downwards from the VR camera (to detect if the player is currently ducking), but the distance is returning 0 in the log. I’ve avoided self- collision with AddIgnoredActor…

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## [Certain features don't work reliably at lower frame rates](https://forums.unrealengine.com/t/certain-features-dont-work-reliably-at-lower-frame-rates/444642)

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**Author:** [@BTDarmstad](https://forums.unrealengine.com/u/BTDarmstad)\
**Replies:** 1\
**Last updated:** [March 5, 2019, 4:18pm UTC](https://forums.unrealengine.com/t/certain-features-dont-work-reliably-at-lower-frame-rates/444642 "2019-03-05T16:18:18Z")

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Here is the scenario: I have a character who shoots projectiles from a gun, and I have windows that can be broken by these projectiles. At a high frame rate, the projectile breaks the window effortlessly. At a low fra…

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## [How to detect hit bone from another actor (projectile)?](https://forums.unrealengine.com/t/how-to-detect-hit-bone-from-another-actor-projectile/420342)

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**Author:** [@anonymous\_user\_3dcc41e71](https://forums.unrealengine.com/u/anonymous_user_3dcc41e71)\
**Replies:** 0\
**Last updated:** [March 20, 2018, 10:55am UTC](https://forums.unrealengine.com/t/how-to-detect-hit-bone-from-another-actor-projectile/420342 "2018-03-20T10:55:47Z")

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In the case with a shooter game, a player fires with a projectile actor (i.e. not using trace), and I would like to get the location of this “hit”, like for head shots. However, I’ve run into a few problems: I don’t w…

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## [Multiple collision boxes for BP](https://forums.unrealengine.com/t/multiple-collision-boxes-for-bp/323961)

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**Author:** [@eirikhm](https://forums.unrealengine.com/u/eirikhm)\
**Replies:** 1\
**Last updated:** [January 11, 2018, 9:55am UTC](https://forums.unrealengine.com/t/multiple-collision-boxes-for-bp/323961 "2018-01-11T09:55:42Z")

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I have a stationary BP\_Enemy that should change sprite when the player gets close-ish. I’ve solved this by adding a collision box that’s a lot wider than the enemy, and I swap the sprite in OnComponentBeginOverlap/OnComp…

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## [Hit events not firing](https://forums.unrealengine.com/t/hit-events-not-firing/312434)

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**Author:** [@anonymous\_user\_e815e8ea](https://forums.unrealengine.com/u/anonymous_user_e815e8ea)\
**Replies:** 3\
**Last updated:** [November 21, 2017, 7:43am UTC](https://forums.unrealengine.com/t/hit-events-not-firing/312434 "2017-11-21T07:43:40Z")

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Hi! In my game, I have a collision box wrapped around my enemy’s character so that it detects when a player gets near it. I’d like to use the hit events for this, but it doesn’t seem to work. I do have it enabled, as you…

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## [Get Impact Power](https://forums.unrealengine.com/t/get-impact-power/341966)

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**Author:** [@Raildex](https://forums.unrealengine.com/u/Raildex)\
**Replies:** 2\
**Last updated:** [September 17, 2017, 2:38pm UTC](https://forums.unrealengine.com/t/get-impact-power/341966 "2017-09-17T14:38:50Z")

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Hi guys. How do I get the impact power at a Hit Event? I’d like to play a sound/particle emitter/etc. when a boulder hits the ground with a velocity higher than a value.

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## [How to do accurate hit detection with physics blend weight on?](https://forums.unrealengine.com/t/how-to-do-accurate-hit-detection-with-physics-blend-weight-on/403786)

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**Author:** [@fxckenstein](https://forums.unrealengine.com/u/fxckenstein)\
**Replies:** 0\
**Last updated:** [September 5, 2017, 11:55am UTC](https://forums.unrealengine.com/t/how-to-do-accurate-hit-detection-with-physics-blend-weight-on/403786 "2017-09-05T11:55:35Z")

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I have a zombie like character whose upper body is simulating physics, with blend weight shifting randomly. result in a nice shambling walking effect. But as long as blend weight is turned on (not 0.0), I can’t seen to …

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## [FPS Server/Client Bullets Not Quite Right](https://forums.unrealengine.com/t/fps-server-client-bullets-not-quite-right/387624)

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**Author:** [@RossenX](https://forums.unrealengine.com/u/RossenX)\
**Replies:** 5\
**Last updated:** [August 23, 2017, 5:27am UTC](https://forums.unrealengine.com/t/fps-server-client-bullets-not-quite-right/387624 "2017-08-23T05:27:25Z")

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So i’ve made a little setup for an FPS game, but the client-side and server-side bullets almost never seem to be in the right place. The server’s bullet is always a little behind the client’s bullet even when running on …

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## [Reverse melee attack on hit](https://forums.unrealengine.com/t/reverse-melee-attack-on-hit/395300)

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**Author:** [@anonymous\_user\_8fcba336](https://forums.unrealengine.com/u/anonymous_user_8fcba336)\
**Replies:** 0\
**Last updated:** [June 1, 2017, 11:41pm UTC](https://forums.unrealengine.com/t/reverse-melee-attack-on-hit/395300 "2017-06-01T23:41:55Z")

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I want to work on a melee system, where if you happen to hit an object or a character - the hit registers internally and damage is calculated and etc… but also stop the attack animation and ultimately reverse the animati…

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## [Only Root Component Wakes Destructible](https://forums.unrealengine.com/t/only-root-component-wakes-destructible/390395)

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**Author:** [@anonymous\_user\_108e793a](https://forums.unrealengine.com/u/anonymous_user_108e793a)\
**Replies:** 0\
**Last updated:** [April 9, 2017, 11:53am UTC](https://forums.unrealengine.com/t/only-root-component-wakes-destructible/390395 "2017-04-09T11:53:42Z")

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Hi, so I got a weird issue here. I am trying to get an component on the pawn to break a destructible that has Enable Hard sleeping true. All works fine as long as I have a hit event, apply damage etc… I found out that…

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## [How to detect and play different sound when the ball hits the door vs floor vs desk?](https://forums.unrealengine.com/t/how-to-detect-and-play-different-sound-when-the-ball-hits-the-door-vs-floor-vs-desk/387673)

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**Author:** [@AtmaStudios](https://forums.unrealengine.com/u/AtmaStudios)\
**Replies:** 4\
**Last updated:** [March 21, 2017, 9:44pm UTC](https://forums.unrealengine.com/t/how-to-detect-and-play-different-sound-when-the-ball-hits-the-door-vs-floor-vs-desk/387673 "2017-03-21T21:44:26Z")

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I have been getting really far with BluePrints and I figured this would be easy. Essentially, I have a ball that has physics and collisions enabled. The other objects have collisions enabled. I would like to have only…

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## [Projectile no longer generating hit events?](https://forums.unrealengine.com/t/projectile-no-longer-generating-hit-events/356331)

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**Author:** [@ViceVersa](https://forums.unrealengine.com/u/ViceVersa)\
**Replies:** 1\
**Last updated:** [March 14, 2017, 5:15pm UTC](https://forums.unrealengine.com/t/projectile-no-longer-generating-hit-events/356331 "2017-03-14T17:15:28Z")

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so i have this projectile that i wanted to be able to destroy destructibles. i also wanted to be able to walk into the destructible without it falling apart. i found what worked for this was addinga box collision to th…

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## [Issues with collision not reporting hits](https://forums.unrealengine.com/t/issues-with-collision-not-reporting-hits/376568)

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**Author:** [@Calamity\_Jones](https://forums.unrealengine.com/u/Calamity_Jones)\
**Replies:** 0\
**Last updated:** [November 17, 2016, 4:32am UTC](https://forums.unrealengine.com/t/issues-with-collision-not-reporting-hits/376568 "2016-11-17T04:32:17Z")

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I’m having a few issues with getting collision to work correctly in my project, as follows: Firstly, I have a moving ball that the player can “hit” by using the interact key. This carries out a sphere trace, which casts…

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## [Hit event not triggering when object rotates or moves into my character while it's idle](https://forums.unrealengine.com/t/hit-event-not-triggering-when-object-rotates-or-moves-into-my-character-while-its-idle/376178)

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**Author:** [@Timmy\_Skittles](https://forums.unrealengine.com/u/Timmy_Skittles)\
**Replies:** 0\
**Last updated:** [November 13, 2016, 2:43pm UTC](https://forums.unrealengine.com/t/hit-event-not-triggering-when-object-rotates-or-moves-into-my-character-while-its-idle/376178 "2016-11-13T14:43:07Z")

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I’m still pretty new to Unreal Engine, but I’ve been prototyping a game where you’re a little blue ball and you traverse a maze where you can’t touch anything with a red edge. I got it to work fairly easily. When my char…

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## [Custom event is sometimes firing and sometimes not](https://forums.unrealengine.com/t/custom-event-is-sometimes-firing-and-sometimes-not/366991)

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**Author:** [@train0fpain](https://forums.unrealengine.com/u/train0fpain)\
**Replies:** 3\
**Last updated:** [August 17, 2016, 2:17pm UTC](https://forums.unrealengine.com/t/custom-event-is-sometimes-firing-and-sometimes-not/366991 "2016-08-17T14:17:49Z")

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I have a custom event that replicates to the server. I call it within a function if i get a hit from line trace. In the function I sticked breakpoints to the “call event” node. This node is always called when it should b…

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## [Hit test through a widget](https://forums.unrealengine.com/t/hit-test-through-a-widget/350167)

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**Author:** [@SuperRey](https://forums.unrealengine.com/u/SuperRey)\
**Replies:** 1\
**Last updated:** [March 11, 2016, 2:29pm UTC](https://forums.unrealengine.com/t/hit-test-through-a-widget/350167 "2016-03-11T14:29:27Z")

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I have made an interface for selected objects amd it appears in front of item. The problem is that, once it is visible, I cannot click anymore on the item (even if I leave a hole in the UI). The UI has the following str…

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## [Can we make a line trace pass through masked portions of a material?](https://forums.unrealengine.com/t/can-we-make-a-line-trace-pass-through-masked-portions-of-a-material/347214)

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**Author:** [@anonymous\_user\_a08a61ba](https://forums.unrealengine.com/u/anonymous_user_a08a61ba)\
**Replies:** 0\
**Last updated:** [February 12, 2016, 2:55am UTC](https://forums.unrealengine.com/t/can-we-make-a-line-trace-pass-through-masked-portions-of-a-material/347214 "2016-02-12T02:55:32Z")

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I want to set clickable zones on the screen from an alpha texture. White would be clickable (block the trace) and black would let the trace through (in this case for the “hit result under cursor”) to get blocked by other…

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## [How to pull off Client side projectile hit detection](https://forums.unrealengine.com/t/how-to-pull-off-client-side-projectile-hit-detection/289537)

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**Author:** [@xlar8or](https://forums.unrealengine.com/u/xlar8or)\
**Replies:** 6\
**Last updated:** [January 4, 2016, 5:03pm UTC](https://forums.unrealengine.com/t/how-to-pull-off-client-side-projectile-hit-detection/289537 "2016-01-04T17:03:39Z")

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Hello when i fire my weapon i let server know that he needs to spawn a projectile and replicate it to all clients, and that is working. My problem is that i want to use client side detection and i only want to tell se…

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