Actor with Projectile Movement Component trigger Component's OnHit even with object channel disabled

I have a projectile BP (editor tree below) that has simulate physics disabled and a projectile movement component attached, I have set the object channel Projectile as its Type in Collisions presets and the OnHit still trigger for the mesh, Is this expected? I suppose with both projectiles ignoring each other in the presets, it should not trigger.

This is the collision presets + how I’m currently testing to spawn 3 projectile with a small 15-degree rotation difference in the same location.

Well it turns, a pickable hat BP i created with a sphere collider was colliding with the spawn point when attached to the actor’s hat socket, so I had to deactivate the sphere collider for that attached actor.

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