I’ve been thinking about this a lot lately. I’m sure there are plenty of guides on how to do all of this, but here’s my take on it: come up with a formula that gives you the position of the projectiles at the point in time that you plug into it. This not only gives you deterministic projectibles, but you can also handle low-frame-rate situations more accurately.
Then every physics frame sample that formula and get the current position and check for any overlaps and do damage. If there’s nothing, then sample one tick behind and in front of the current frame and if there’s any overlap terminate the projectile and register a hit. This accounts for very thin surfaces or small objects (or even bullet penetration).
Bonus: you don’t need to create a buttload of actors, just manage the projectiles for that player in the pawn.
Here’s a good example of projectile math: https://www.omnicalculator.com/physi…jectile-motion
And here’s the graphing tool I’d use to test it: Graphing Calculator