Event Hit

Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

Note: For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled. Note: When receiving a hit from another object's movement (bSelfMoved is false), the directions of 'Hit.Normal' and 'Hit.ImpactNormal' will be adjusted to indicate force from the other object against this object. Note: NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.

Target is Actor

Event Hit
My Comp
Other
Other Comp
Self Moved
Hit Location
X0
Y 0
Z 0
Hit Normal
X0
Y 0
Z 0
Normal Impulse
X0
Y 0
Z 0
Hit

Inputs

Outputs

Output Delegate
Delegate
Out
Exec
My Comp
Primitive Component Object Reference
Other
Actor Object Reference
Other Comp
Primitive Component Object Reference
Self Moved
Boolean
Hit Location
Vector
Hit Normal
Vector
Normal Impulse
Vector
Hit
Hit Result Structure (by ref)