Projectiles are Collision, the static mesh is the visual element and has zero collision. Projectile Movement Component (PMC) handles the physics and math.
To prevent the projectile from colliding with the character I use custom object types for the Pawn Capsule, and the Projectile.
- Change the pawns capsule component collision object type to “Pawn Capsule”. Have it ignore projectiles.
- Change the projectiles collision object type to “Projectile” … ignore “Pawn Capsule”.
https://docs.unrealengine.com/en-US/…ype/index.html
This approach allows for skeletal mesh hits. Arm, head, leg, torso, hand etc.
**Spawning the projectile … **
**Projectile Hit Detection . . . **
Here we check for a blocking hit, if true → destroy Actor (self … the projectile actor) . Next we place a debug point to show the collision point, then cast against the hit actor. If the cast fails, it’s not a player pawn.