So if I place a blueprint of the actor next to the old one that wasn’t working before, the new new blueprint actor works and the old one does not, even though they are the exact same thing. The other weird thing is that if I shoot at a barrel next to the canister, it hits the canister instead, like it has some large collision around it that I cannot see. The bounds on the static mesh are legitimately small. It has a sound component attached to it, not flagged for collision, and even if I remove that component, it still seems to be hit by bullets far from it. What could cause an Actor to have expanded collision bounds beyond that of its single and very tight static mesh component bounds?