Are hit events in unreal reciprocal?

While debugging I encountered a problem where a projectile that hit an enemy failed to trigger that enemy’s hit event, but still triggered its own (the boxes for generating hit events are checked for both classes). I recreated the problem with just a cube on a pawn and found that the hit event triggered when I prevented the projectile (which simulates physics) from deleting itself on impact. This leads me to believe that hit events aren’t called at the same time for two objects involved in a collision-- that there might be a frame or two in between when one hit is called and the other one is called, and the projectile manages to delete itself in that time span. Adding a delay as small as 0.05 seconds allows for the hit to register for both objects.

Is this how unreal works? Are hit events not called on the same frame/at the same time for two objects involved in a collision?