Hi, thanks for the quick response!
I submitted my comment before going deeper partially because I didn’t expect such a quick one.
I looked at the source and saw that PooledProjectile is just adding the ProjectileMovementComponent on shoot, and it seems that SweepCollision is on by default, so it actually isn’t that. My bad. xP
It looks like CollisionType in MakePoolSpawnOptions is never used. I had thought that upon reinitialization, the root component of the pool spawned actor would be updated to use the specified CollisionType. My issues were fixed once I put a SetCollisionEnabled node immediately after spawning the actor from the pool. It looks like the Owner input in SpawnActorFromPool doesn’t assign the Owner either, as I needed to put a SetOwner node after spawning as well.