"Ignore Actor when Moving" function isn't working

im telling in a few hours what im doing. im at work right now

The Actor i shoot needs to be a Simulated Object because it never worked without. The Collision never worked well without. When it was a non physics it only worked at Pawns but when i hit a Static Mesh with it then there comes nothing. No overlap no hit. I tried many things out with the conclusion that it only workes for me when it is a physics actor. I think i will just spawn it now infront of the Actor and then is everything ok. For “AlphaLike” gameplay it is ok i think. And i didnt knew that it needs much better internet then. I will tell what ping my friends got when i test with them the gameplay of the game.

Have you tried setting any of collision primitives(cube, sphere, capsule) as root component in that actor? This should work properly and generate hit events while doesn’t require to be simulated.
But for overlap events it needs that both actors have “Generate Overlap Events” option enabled.

heyho,
what i experienced is that in some situations it has to be done both ways.

ah, im using 4.27.1 ^^