Prevent the bullets from hitting oneself

When you spawn an actor, you can pass an Instigator (Pawn class) or Owner (Actor class) on the Spawn actor node (by expanding it). If C++, you can rely on the functionSetInstigator to set the instigator, I believe. So one option would be to check that the hit actor isn’t the Instigator/Owner of your bullet, before deciding or not to process the hit behavior.