actor (projectile) is destroyed instantly after spawning, even though it shouldnt be interacting with my character

The given code shows an Overlap event. Overlaps on fast moving projectiles aren’t reliable if not setup correctly.

Debug using Print string.
Use the collision hit event, break the hit result, take hit actor → display name → print. Narrow it down via hit component.


Proper Projectile setup

You need 2 new Object Channels. PawnCapsule and Projectile. Both use Block for default response.

Character Mesh Collision

Capsule Component Collision

Projectile Collision

Base projectile structure should be a “Collision Component” as root. Projectile Movement Component (PMC) only moves the root component. DO NOT USE A MESH FOR ROOT!

If you need a mesh for visuals then it is to be a child of the Collision component. It also must have collision disabled.

Spawning Projectiles

image

Make sure the projectile is spawned far enough away from the owning actor so it doesn’t trigger immediate hits.