Spawned bullet actor still interacts with instigator

In my project, I have set it up so there is a bullet actor, and a player actor. When i press LMB as the player, it will spawn a sphere which I have made to be the bullet from the RightHand socket of the character mesh and launch forward like a bullet.

In the bullet’s blueprint, upon begin play I have set ignore actors when moving set up:

https://gyazo.com/34d31bc9a5a3be48dc70bd67fd800688.jpg

And this is the only code in the bullet:

https://gyazo.com/3f4c5fde0a9aab8eabc21315b279f9ef.jpg

Actor where bullet is spawned:

https://gyazo.com/a706387b6f15cb6e0f282ea3c47df73e.jpg

https://gyazo.com/6dfdd26d5af3a8225ca5459fb7c8f5d1.jpg

However, if i fire while holding w to move forward or d to move right, the bullet will collide with the player and activate it’s OnHit event, which shouldn’t happen if i set the bullet to ignore that actor?

How about you place ignore logic into construct and not begin play? BeginPlay doesn’t fire straight away, so that’s why you’re getting the overlap.