Projectiles are a pain in the behind. Extremely complicated. You have to make their own collision class in project properties under ENGINE - COLLISION called projectile. You’ll need more than this tho.
I have for projectile for my own, projectile_ai, enemy, trigger, player, headcollision, pickups and finally weapons.
It’s a tangled mess but many of those have to “ignore” each other and others have to block each other. example is “projectile_ai” ignores “enemy” collision.
At this point you are simply arranging who can collide with who.
This is my code for AI doing damage to me with their projectiles…FROM their projectile blueprint. Don’t think of the damage giver as an animation or the weapon. its the projectile that does the oncomponenthit. so you see i have variables for dmg that make it easy to change the numbers later…if you have different enemies doing different damage, you’ll need further instances of this same projectile blueprint for those enemies
this will basically apply to your own projectiles but it may be different for you because mine stick in my enemies so i can enjoy watching them die with stuff sticking out of them for emersion! hehehe
You can see its mostly the same thing though. This last pic also shows object type headcollision and how its set up to collide or not with other actors or things in the world.
now headshots, you saw i have an object type headcollision. This means i have a collision sphere in the AI character viewport surrounding the ai’s head. This means that headshot handling will be done in my AI characters blueprints and NOT the projectile!
and finally…have a look at this short clip i just uploaded to see that code in action. my projectiles bounce off walls allowing kills around corners and also stick in the enemies (sometimes)
I hope this helped you (theres also an arrow trajectory tutorial somewhere in youtube i saw but it didnt work for me as it was a very early version of UE4 and didnt work in 4.9
you can use the mesh
make also one for enemy so you can separate collision differences of actors from your enemies.