You could enable the physic sim on hit/overlap to get kind of the desired result of bouncing around. I would also always recommend to do linetrace for hit detection in UE. I got similar result for example on some hack n slash game mechanics - at a certain speed the hit is just not detected. I guess you can also increase physic sim substepping to get rid of this problem, but for performance reasons I would not use that - especially not on a minigun producing 1000 of actors in a short time ;)
another tink you can do is not use the bullet to check the hit, use a line detection with the same time rate at the minigun, and just add the animation to minigun weapon and the hit, no need to create an actor when is almost imposible to see at that speed, use just for a weapon with low rate proyectile like and granade, cannon ball or arrow, :)
can you use a line trace that isn't instant, that has travel time? that was the main reason that I didn't want to use one, laser-beam speed projectiles seems unfair, and I wasn't sure how to do a line-trace that wasn't like a laser beam...
You could enable the physic sim on hit/overlap to get kind of the desired result of bouncing around. I would also always recommend to do linetrace for hit detection in UE. I got similar result for example on some hack n slash game mechanics - at a certain speed the hit is just not detected. I guess you can also increase physic sim substepping to get rid of this problem, but for performance reasons I would not use that - especially not on a minigun producing 1000 of actors in a short time ;)
another tink you can do is not use the bullet to check the hit, use a line detection with the same time rate at the minigun, and just add the animation to minigun weapon and the hit, no need to create an actor when is almost imposible to see at that speed, use just for a weapon with low rate proyectile like and granade, cannon ball or arrow, :)
can you use a line trace that isn't instant, that has travel time? that was the main reason that I didn't want to use one, laser-beam speed projectiles seems unfair, and I wasn't sure how to do a line-trace that wasn't like a laser beam...
Enabling "Use CCD" (Continous Collision detection) under advanced tab under collision settings fixed my problem.
cannot find it
This helped me also