8 hours, projectile layers. I am going on a holiday break. See you after Christmas.
Corrupt projectiles look at their overlapping actors for triggers instead of making other actors have to figure out what they have hit.
Removed idamagable from turret projectiles and shooter projectiles.
Launchers have their own implemented collision type. This lets us bring static mesh back to a blocking layer for projectiles which is nice.
Projectiles now have a pecking order of what splats what based on a tag system. Tried doing with via collision layers for a long time first and it just wasn't clicking, unsure why. Something to do with root colliders having effects on the collision possibilities of child colliders? I think?