Acterix Glad you got this fixed. Sorry for the slow reply but I don’t consistently receive messages when a new post gets sent here. (it’s best to send messages to the support address on the marketplace page). Regarding the stretched decals, that looks like the impact result gave a normal that pointed sideways instead of towards the surface (if the bullet hit the inside of the doorframe, perhaps). This is tricky to solve because decals in UE4 can appear to “curve” around surfaces but only up to a limit. Ultimately it’s a flat projection and so doesn’t cope well with cases such as these (for example, if it had spawned from the front of the door frame, there would be stretching along the side of the frame instead).
That should work fine, but another approach is to use the ‘import’ button in project settings to import the ini files into the appropriate section.
So, killing your AI pawns really comes down to how you have decided to implement damage/death. The projectile comes with some standard impulse/damage dealing but it’s completely generic.and so will need expanding upon by each developer to work how they intend their games projectile damage to work. I’m assuming you are getting impacts on the AI pawns themselves and seeing FX spawn? If so, then you should be able to use the receive damage event within your AI pawns blueprint to deal damage and then trigger death when the appropriate threshold is reached.
If you aren’t receiving impacts correctly then something may be configured incorrectly (which I can assist with, if so. I’d need to see more details of how you have set up collisions on your AI pawn etc).