I am spawning a projectile that collides with the world but I need it to stay alive and not self destruct. Any ideas how to prevent the self destruction?
Do you mean an actor using the ProjectileMovementComponent? Do you need penetration, bounce, or it to just stay wherever it is? And are you trying to do entirely in blueprint?
Well, interestingly, in the transform section of my projectile mesh, switching from movable to static and stationary, then back to movable made the projectile stop self destructing. Not sure why.
edit: It has something to do with DefaultSceneRoot, if you set that to static or stationary, the projectile stops self destructing.
Stumbled upon a solution as you can see in my answer-reply. I just wanted it to stay in the world after it was launched instead of disappearing. Now, strangely, it does.
It has something to do with the DefaultSceneRoot having been switched to static as opposed to movable. It reads an error when the projectile is movable but the DefaultSceneRoot is static, however.