Yes, they are sensors. If the projectile stops colliding at the very moment of impact could be causing this how would I go about fixing that without causing all projectiles to hit ships for possibly 2-10x damage? (If the projectiles don't stop collision immediately after impact enemy ships will continue to take damage from each one) Also, why is it that this issue is only happening on one actor? Just recently did a test after what you said and had 50 projectiles thrown at two different enemy actors (with the same group and collision group), one enemy actor took all 50 and the enemy actor I'm having a problem with only took damage from 27 of them.