Projectile Frozen In Place

Hi I am adding a projectile movement component dynamically and trying to shoot the arrow using the below code:

	FName compname("Projectile");
	ProjectileMovement = ConstructObject<UProjectileMovementComponent>(UProjectileMovementComponent::StaticClass(), this, compname);
	if (ProjectileMovement)
	{
		ProjectileMovement->UpdatedComponent = CollisionComp;
		ProjectileMovement->InitialSpeed = 3000.f;
		ProjectileMovement->MaxSpeed = 3000.f;	
		ProjectileMovement->bRotationFollowsVelocity = true;
		ProjectileMovement->bShouldBounce = false;
		ProjectileMovement->RegisterComponent();
	}

The arrow does not move and instead stays in place.
As a note, I do have the projectile parented to my vive controller which does have a sphere collision component. I am assuming that is the problem so how would I set my projectile to ignore it?

P.S. I am doing strictly C++ code.

You have to add a check on your onHit event in the projectile class:

OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) {

 if ((OtherActor != NULL) && !OtherActor->IsA(<ClassToIgnore>::StaticClass()))
 {
     //Code
 }...

Then this should not happen. If it still happens it is because of something else. Maybe another class. Try printing inside the //code part the name of the otheractor static class.

Gl. HTH.

i actually did that and it still does not work. I am not even generating a OnHit Event. Instead all im getting is OnOverlapBegin

I just tried taking off all my collision components from left controller, right controller, and projectile arrow.

Please show me the code for your on overlap begin and your shooting function.