Child Actor Component breaks parent Actor 's movement

Oh my gosh, thank you so much for the help! I got it set up a lot better now. I can’t believe I didn’t think of that.

As I am eventually going to be adding full customization of the chassis, and the core, and the weapons, I cant have the weapons attached directly to the mesh (chassis part) I need it attached to the body, so it’s mesh can be swapped out for a similar one. The other bodies may have the left and right socket in a slightly different place, hence why the weapons need to be attached there, so they can move dynamically with the assigned sockets.

However, I did already have a custom collision setting added to the engine (Player) which I was using so player projectiles ignored the player character when spawning out of it.

Anyway, long story short, I turned collision back on the weapons, but told them to overlap their own player type, and problem solved!

I am excited I can switch to mesh collision detection now, despite the cost. These mechs can come out to be some weird shapes, and capsules and spheres were not cutting it.

Thanks again!