Bullet not spawning (Failed because of collision at the spawn location)

I’m having some trouble getting my turret to spawn/fire the bullet. I will attach as much info here as possible, but if there is something missing, than just let me know and I’ll provide.

Below you have a few errors which I’ve coppied from the logs. These erros appears when trying to shot at a target:


[2016.11.16-20.36.54:962] 83]PIE:Error: Error Blueprint Runtime Error: Attempted to access BasicBullet_C_0 via property CallFunc_FinishSpawningActor_ReturnValue, but BasicBullet_C_0 is pending kill from function: 'DoAttack' from node: Set Damage in graph: DoAttack in object: BulletTowerWeaponComponent with description: Attempted to access BasicBullet_C_0 via property CallFunc_FinishSpawningActor_ReturnValue, but BasicBullet_C_0 is pending kill
[2016.11.16-20.36.54:962] 83]PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'DoAttack' from node: Set Damage in graph: DoAttack in object: BulletTowerWeaponComponent with description: Attempted to assign to None
[2016.11.16-20.36.54:963] 83]PIE:Error: Error Blueprint Runtime Error: Attempted to access BasicBullet_C_0 via property CallFunc_FinishSpawningActor_ReturnValue, but BasicBullet_C_0 is pending kill from function: 'DoAttack' from node: Set ProjectileSpeed in graph: DoAttack in object: BulletTowerWeaponComponent with description: Attempted to access BasicBullet_C_0 via property CallFunc_FinishSpawningActor_ReturnValue, but BasicBullet_C_0 is pending kill
[2016.11.16-20.36.54:963] 83]PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'DoAttack' from node: Set ProjectileSpeed in graph: DoAttack in object: BulletTowerWeaponComponent with description: Attempted to assign to None
[2016.11.16-20.36.54:963] 83]PIE:Error: Error Blueprint Runtime Error: Attempted to access BasicBullet_C_0 via property CallFunc_FinishSpawningActor_ReturnValue, but BasicBullet_C_0 is pending kill from function: 'DoAttack' from

Here you have the Bullet it self:

Weapon Component:

Not sure if this will help, but here you go:

In the Spawn Actor Function, set the Collision Handling Override to “Always”

Thank you. That helped and it now works!
Such small things are so easily unnoticeable when looking at the same thing for hours.