How does Ignore Actor When Moving work?

I created some projectile with bp in which I asked it to ignore the character:

I wrote the character’s attack function in c++ and asked it to ignore the projectile as such:


and I’ve seen people implement attack with bp, tagging an Ignore Actor When Moving node after the Spawn projectile node.

Is this the correct way to avoid collision between the player character and it’s projectile. Does this solution depend on timing (i.e. could collision be resolved before the Ignore…() function is even called)? If no, what does UE do to avoid it?

Try earlier like pre initialize components or construct. I setup mine right before InitializeComponent but I’m also in code. Construction script should work in bps. But yes, it makes it so whatever actors you set it to ignore should be ignored during projectile movement or any movement component type movement, except during physics simulation.