Projectile not generating on hit events

Hello Rad Wayne,

I hope you are well.

Have you tried hooking “destroy actor” to the False pin of your branch?

It might be because when the condition fails, that there is no destroy actor, there for it uses physics (if you have physics enabled) to then bounce the projectile.

The other issue is because the conditional statement relies on a bone name called “None” and checks is physics is being simulated.

If an object doesn’t have physics or a bone name of “None” then it would also fail on the branch statement, where no action is carried out.

Best Regards,
John.