Then you probably didnt decalre OnHit as a UFUNCTION() !
2 hours spent on this! I didnt notice until I saw a warning about it in my log.
As a side note, originally I tried using OnActorHit, instead of CollisionMesh->OnComponentHit. Any tips as to how OnActorHit works? I thought I got the right signature for it but void OnHit isnt firing.
I used this signature on it that I got from AActor.h:
void OnHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit);
only in AActor it had a bunch of commas for some reason, unlike the UActorComponent one.
lol btw I just noticed that I was checking the impact blast particle effect for hit events my mistake; didnt even realize this would work, or that it was even notifying hit events.