Multiple collision boxes for BP

I have a stationary BP_Enemy that should change sprite when the player gets close-ish. I’ve solved this by adding a collision box that’s a lot wider than the enemy, and I swap the sprite in OnComponentBeginOverlap/OnComponentEndOverlap. This works just fine.

I then have a separate smaller collision box which is apx the size of the enemy for projectile hit detection.

In my BP_Shot I’m checking for BP_Enemy in OnComponentBeginOverlap (or OnComponentHit). This works as intended, but with one problem: the projectile hits the outer (proximity-box) instead of the enemy hit-box.

The BP_Shot has a collision sphere, if that makes any difference.

I could probably move the collision check with projectiles into BP_Enemy, which in turn could call out to the BP_Shot to inflict damage, but that seems somewhat incorrect.

Any pointers?

Change the Collision Channel for the sprite-swapping collision box to ignore the projectile?