Hi,
I went about this a slightly different way using bBlockingHit which “Indicates if this hit was a result of blocking collision.”
if(Hit.bBlockingHit == true)
{
UE_LOG(LogTemp, Warning, TEXT("Actor hit: %s"), *Hit.GetActor() -> GetName());
}
Is this a viable way of moving forward with the code? Or will this lead to unforeseen complications down the road?