For a quick example, begin with first person shooter template.
The projectile blueprint has a spherical collision component, so you can use the On it event.
In this template the effect of hitting something is adding a force
if you want to destroy the actor instead, you can call the Destroy Actor function applied to the ‘Other’ pin on the Hit Event.
This would destroy ANY actor it touches, and as this is not what we want to do
I would suggest that you make a new blueprint with ‘Destructible Actor’ as parent, and name it something unoriginal like ‘DestructibleBox’. Then add a static mesh component and set it to 1M_Cube (or anything that makes you happy).
Tick ‘simulate physics’ for the static mesh so it can fall to the ground if you spawn it in mid air, and drag some of them on the level map.
If we play the game, they should react just like the normal ones, because no logic has been implemented yet.
To destroy only the destructable actors with our projectiles we must do something like this:
(notice that now the pin used from Event Hit is ‘Other’ and not ‘Other Comp.’)
With this, if our projectile hits an actor, it will first check if it is destructible, and if so destroy it, and after any result self-destruct.