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