I think I’ve found the solution.
In the settings of the projectile’s collision component, I set the collision to query only. This stopped it from automatically interacting with physics objects.
In my particular case, I don’t need it to do that, so it works fine. If I did need that effect, I could probably just apply an impulse on hit.
This is interesting, because not only did it stop the player from getting knocked around as I expected, but it also stopped the collision event from firing when passing through the player.
I guess the “ignore actor when moving” node only works correctly if the collision is set to query only.
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