Thanks for replying.
My project is a blank C++ project, no first person template or anything.
I’m new to Unreal (not to C++) and I got the impression so far that even if doing a C++ project, the engine seems to encourage building blueprints around core C++ classes. So for instance in this case, I found the projectile component inside the blueprint editor and went ahead and used it from there. So I guess I’m using the blueprint version?
If I right click on the component I have the option of opening up the header file for it, but I’m not sure if from the header I should be able to locate the cpp, (assuming the scaling factor is in the implementation), modify that and recompile (is this even possible if I am using UE from the Launcher as opposed to the source from GitHub?).
On the BP side, I don’t see any variable to edit on OnHit. This is what my blueprint looks like: