I found this solution while looking up a C++ function
“How to prevent a projectile being blocked by the instigator”
"I used the function MoveIgnoreActors() defined in UPrimitiveComponent. In the PostInitializeComponents() function, I simply added the Instigator to the list of IgnoreActors using this function. I also did the reverse on the Instigator itself (ie added the spawned projectile into the list of IgnoreActors for the Character).
**In Blueprints, this can be achieved by using the function ‘Ignore Actor’ called from the Actors’s collsioncomponent **or the mesh itself (if there are no separate collisioncomponent defined)."
So, Event Begin Play, pull out your collision component for the projectile. From that pull a ignore actor and set your character index or instigator as the target