I have come across a really weird issue, and it has defenitely not been in 4.11 before.
So I have a custom projectile class with an array of UPrimitiveComponents, which I add to the FCollisionQueryParams ignored components. However the one component in the array still gets hit. I added a breakpoint and took screenshots to proof that the hit component is actually a member of the ignored components.
Are the screenshots you added part of the projectile class? Does the object being hit have a “BP_Barrel” component added to it? If possible, please include the full code (source and header) for your custom projectile class as well as detailed steps on how the project is setup so that I can try to reproduce the issue locally.
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.
Oh sorry I missed the notification about your last comment. When I just looked again at the code I figured SweepSingleByChannel was actually better suited for this situation anyways and it fixed the problem. Still not sure though why it failed in the first place.
If you want to further investigate here is the old code: