First post and it’s not a bad one. The problem with Instigator (AFAIK) is that it’s of type Pawn. Best to do what you’re suggesting with SpawnActor’s Owner parameter. Not sure why I didn’t think of it before but it works nicely.
For anyone who needs specifics: Pass in “reference to Self” to the “Owner” pin of “Spawn Actor From Class” when you spawn your projectile. The owner should be the weapon actor. Then in your “On Component Hit” event, first thing you do is a Branch that checks if “Other Actor” is NOT equivalent to the output of a “Get Owner” node. If true, then handle the collision. If false, then it collided with its own weapon so ignore it. (Should’ve just done screenshots, oh well)
Thank you for this post! I was very close and had the right idea, but didn’t think of placing it in begin play. I was trying upon the hit, which it’s obviously too late at that point since the collision was already registered.
Ignore actor worked perfectly. Projectile is set at begin play to ignore instigator. As soon as the projectile is spawned in the character BP i tell the character mesh to ignore it. My character capsule was already ignoring my projectile so I only had to tell the mesh to ignore it.
I prefer creating 2 new collision object types. One for Pawn Capsule and one for Projectile. Update the pawns capsule component to use the Pawn Capsule and Projectile uses projectile. Both ignore each other. Beyond that I ignore self on spawn.
Unless your pawn is moving extremely fast then the projectile should never collide with the skeletal mesh.