Projectile collision problem

Hi!
I have a problem with collisions, probably i’m doing something wrong.

I have ships that are capable of fighting side to side combat, like in the late 16’th century
a ship is made of a StaticMesh and 2 Box Collisions on each side, to detect if something is in range
The object type for the mesh is pawn and for the boxes its world dinamics

I also have projectiles that spawn in the world when the guns fires
The projectile has a custom type named projectile, which ignores everything but pawn
and the collision boxes also ignore the projectile
the problem is, when the ship fires, the projectile disapears instantly.
it should only disapear when it hitts the pawn

It collides with the collision box that should ignore it

what am i doing wrong?

it could be several things actually, world dynamic usually includes pawns so it could be that but im assuming that you have the collision set to only overlap pawn which should be good enough. the next issue is where are you spawning the projectile? if it overlaps the pawn that spawned it then it could still be interacting with that ship. the solution here is pretty simple you need the projectile to ignore the ship that spawned it. to do this go into your projectile and create a new variable or type either actor or of the class of your ship. Select this variable then in the details panel check the box expose on spawn more on this in a sec. then you need to create a condition to check if the overlapped actor is not equal to the variable (shown in the picture below). Compile.

now go to where you have the script to spawn the projectile (in your ship bp id guess). here on the spawn actor node you will now see a new pin for the variable you created before in the projectile. right click the graph and get a reference to self, then connect self to the pin for the variable. this will result in the value of the variable in the projectile being set to the ship that spawned it, resulting in the projectile ignoring the ship. that may sound confusing but just let me know if you have questions.

Thanks for the detailed answer, the problem really was the projectile overlapping the ship’s collision
Your method could have worked, but my system is a bit more complicated. I have turrets attached to the ship hull, and they have their own look’s and attributes, they are the ones spawning the projectiles.
So went into Blender, and created my own collision for the ship model.
Anyways thanks a loot for your answer