How to make PredictProjectilePath ignore all actors?

I am using the node in the title to predict an arc. However, it stops whenever it hits any actor. I want it to continue and render until it hits either the floor, the roof or the walls. Now it hits the actor and stops there. I am unable to teleport to the other side of a placed actor like this.

I set the ObjectTypes to accept WorldStatic and I know I can set actors to ignore, but I want to ignore EVERY actor but a few. Further, I am unable to simply remove collision as I still want to interact with it in other ways.

Do I really have to keep an array of ALL placed actors and keep that array updated for this to work? Is there no better way to perform this task?

Are you using a line trace to predict the projectile path? Or something else? Also would you mind showing a picture of your code please?

I actually realized what the problem was. I was (not) thinking in the wrong area. What I did was that I did a line trace for objects, not line trace by channel. As such I was unable to teleport past it. However, since I based my animation off of that trace the animation also dropped short. I just changed it to trace by channel and then it worked like it should. The reason I thought it was in the prediction that it failed was because the prediction led to everything else and that was what I had just changed. I am sorry for wasting your time. It is 02:30 here and I have been staring at the code for a while. Going to bed now.

No problem at all. Glad you figured it out!

I actually realized what the problem was. I was (not) thinking in the wrong area. What I did was that I did a line trace for objects, not line trace by channel. As such I was unable to teleport past it. Further, since I based my animation off of that trace the animation also dropped short. I just changed it to trace by channel and then it worked like it should.