CPP VIVE Controller OnComponentHit doesn't fire

anonymous_user_1aa4840c
Mon, 27 Jun 2016 11:21:34 +0000
XR Development

I followed this tutorial:UE4 c++ OnComponentOverlap and OnComponentHit syntax - YouTube

And used this to create a sphere that triggers hits and overlap events in my scene, this works perfectly. I then tried to apply the same principal and attach the sphere to a vive UMotionController component, where the OnComponentBeginOverlap works but OnComponentHit will not.

VR_Pawn.h:

// Motion Controllers
UPROPERTY(EditDefaultsOnly, Category = "Components")
UMotionControllerComponent* LeftHandComponent;

UPROPERTY(EditDefaultsOnly, Category = "Components")
UMotionControllerComponent* RightHandComponent;

UPROPERTY(EditAnywhere)
USphereComponent* ControllerCollision;

UFUNCTION()
void OnControllerHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);

UFUNCTION()
void OnControllerOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

VR_Pawn.cpp

void AVR_Pawn::OnControllerOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){
UE_LOG(LogTemp, Warning, TEXT("CONTROLLER OVERLAP!"));
}

void AVR_Pawn::OnControllerHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)     {
UE_LOG(LogTemp, Warning, TEXT("CONTROLLER HIT!!"));
}

AVR_Pawn::AVR_Pawn(const FObjectInitializer& objectInitalizer)
:Super(objectInitalizer)
{
PrimaryActorTick.bCanEverTick = true;
BaseEyeHeight = 0.f;

DefaultSceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot"));
DefaultSceneRoot->SetupAttachment(RootComponent);

Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(DefaultSceneRoot);

SetActorEnableCollision(true);

LeftHandComponent = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("LeftHand"));
LeftHandComponent->Hand = EControllerHand::Left;
LeftHandComponent->SetupAttachment(DefaultSceneRoot);

ControllerCollision = CreateDefaultSubobject<USphereComponent>(TEXT("RootCollision"));
ControllerCollision->SetupAttachment(LeftHandComponent);
ControllerCollision->SetSphereRadius(20.f);
ControllerCollision->SetHiddenInGame(false);
// ** WORKS **
ControllerCollision->OnComponentBeginOverlap.AddDynamic(this, &AVR_Pawn::OnControllerOverlap);
// ** DOESN'T WORK**
ControllerCollision->OnComponentHit.AddDynamic(this, &AVR_Pawn::OnControllerHit);
}

The LeftHandComponent & ControllerCollision are set to BlockAll with simulation generates hit events ticked.

I left the other sphere I created in the tutorial in the scene, and its hit function fires when the controller enters it, but the controllers hit does not fire.

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