Catapult - Cannonball breaks arm on contact

Problem: Player hits button to summon their ammo, ammo contacts the catapult arm, catapult arm “breaks”. Breaks = stays attached to the base, but goes under the world. This also happens with player collision.

In my blueprint for the catapult, I have a base, slingarm, and physics constraint. The ammo is a standard “projectile” from unreal.

Resolutions possible:

a) Do I need to instead rig the catapult instead of relying on the physics constraint? Currently the slingarm is just a StaticMesh.
b) Collision for the arm is current set to a physics body (I have altered this many times and I can’t find a working solution). The ammo is set as a projectile (I have also altered its settings many times to try to work a solution)
c) Create my own physical material and create the collision settings there.

I appreciate any input and thank you in advance.

I added a video to show what I mean and to see if this can cause someone to respond. I feel like I am being a moron with this. Again any help is appreciated.
CatapultFail.mkv (1.4 MB)

I was able to resolve with the following:

  1. Took both objects (catapult and arm) and removed the current collisions
  2. Created new simple collision boxes (capsules/spheres).
  3. Created physical materials to apply to all (base, arm, and ammo)

In the end the complex to simple collisions seemed to turn off the physics (you know the warning you get every time you even talk about collision?).

The arm no long breaks position and the ammo loads (nearly) properly