VSync causing spawned projectile malfunction

So I have a first person character with a machine gun and it fires projectiles, these hit targets such as the cubes in the default fps scene and leave a decal behind. Everything works perfectly fine, perfectly fine that is until I turn VSync on to get rid of the screen tears I experience, soon as I turn VSync on the projectiles will, at random intervals, completely pass through an object and hit the object behind it. If I empty 50 bullet rounds I’d say sometimes about a third will fail to hit the target and will strike the wall behind. Sometimes though the issue can be so bad two thirds will pass through the cube. It doesn’t make any sense to me. Soon as I turn VSync off again it works again.

Can anyone, somewhere, please explain to me how VSync can be causing projectiles to pass straight through meshes?

Are you using projectile movement on your projectiles or are you acting on physics?

Have you tried turning on CCD for your projectiles ( Continuous Collision Detection )?
If you are using physics then sub-stepping could help (increasing physics calculations)