Hit detection system based on capsule component (output bones)

Did you ever find a solution to this @anonymous_user_606d9983 ? I’ve tried adding a new “projectile” and “pawnmesh” channel, setting the capsule component to ignore this and the mesh to block “projectile”, and still no hit events generated by the projectile. It seems it only uses the object type of the root component on the character for collision, which I can’t change