Physics Collision behave strange in bad performance environment

The root component of your projectile should be a simple collision component. It should be the only component with collision.

Your characters capsule collision component should have a dedicated collision object channel. This is so you can separate the world blocking movement collision from the skeletal mesh collision.

I’m using the projectile movement component (PMC) which utilizes sweep collision checks per sub-step… more accurate and better hit/overlap detection.