Shield collides with own ship when going too fast

Very interesting, thanks a lot for the explanation.
Now I get why the child actor component has many less setting options.

Just to show how I’m setting it up.
“Simulate Physics” is ON.
This is the collision window of the spaceship root static mesh component:

What is weird to me is that I set everything to “ignore”… but I have collisions. And it seems that other bodies, external to the blueprint, require Physics enabled in order to collide.

Maybe the topic here is between these “Query” and “Physics” collisions?
Meaning the Query collisions are the ones controlled by the tickboxes, while Physics collisions are always present?
I’m totally new to the engine, so I’m trying to understand how it works in detail :wink: