so I couple of things Id comment on this, first of Id recommend firing the on hit from the projectile instead, and use a damage node to signal the actor hit - right now you are checking if the thing the actor is standing on, or in any other way is rubbing against is a projectile by trying to cast to it - not very efficient, neither is checking collision on the actual bone-mesh, (very taxing).
Most likely your problem comes from the projectile bouncing of you capsule component, (the actual collision component), and so isn’t hitting your bone-mesh as intended from your “on component hit “skeletal mesh” node”
The first fix for that, if that is the error, is firing of a on component hit from the capsule component instead of the bone-mesh.
Secondly, if you really want to keep checking against the bone-mesh and not the capsule component take gander at the type of “object” the projectiles collision is set to, it should have its own collision component, if it doesn’t the collision is on the mesh itself, (but it really should have a collision component for performance). Set it to what you want, maybe “world dynamic” just not “world static”, make sure it has “generate hit events” checked and has its collision presets for “pawn” set to block, (as in block pawn type objects).
//as a side-note you can make more object types in your project settings.
After that take a look at your intended victim, check its capsule component and set its object response for world dynamic, (or whatever object type you set the projectile to), to ignore or overlap. (Thus causing it to allow those objects to pass through it).
Next check the bone-mesh and set its object response for world dynamic objects to block, and also set it to generate hit events.
//This should get you what you intend, but as I mentioned earler using a “apply damage” node from the projectile, and a “event any damage” in the actor is more in line with common practice and much less taxing.
//gl hf