collisions - ignoring capsule component of NPC and register hit on skeletal mesh inside

i just started with unreal engine and I am a little overwhelmed with this situation.

My goal was to shoot an NPC and get the bone name that was hit by the projectile. It always gives me “None” in the hit result and I noticed it only hit the cylindrical collision box. I want to ignore that box and register the shot on the skeletal mesh

My setup: I use the FPS Demo and imported a NPC wich has the cylindrical collision box and inside the skeletal mesh. To debug I print both “Other Actor” and “Other component” on the “On component Hit” function from the projectile.

The collision Preset for the Projectile is set to custom and Query and Physics. I set the Object type to “Projectile”. I assume that Object type is what type of object that mesh identifies with. The collision Responses for the projectile should not be relevant here right? I set all on blocked

For the cylinder collision of my NPC I set the preset to custom and Query only. I set the object type to “vehicle” just to be something different than the skeletal mesh. As collision response I ignore all but the World Static, otherwise the npc just falls through the ground. (I tried it with all set to overlap since I thought “ignore” would also affect that the skeletal inside could not detect the projectile but i could not see a difference here. Once i set the Projectile to Block I have the same situation as before.

For the skeletal mesh inside the cylinder i set it to Query and physics and Object type to Pawn. For the collision responses I tried every option but when i test it the bullet goes through every time and i get printed out nothing.

Can you tell me what to do to make that work?

you probably want to add a custom collision channel and set that as your SMs collision type