It was a bit tricky to understand that on the Projectile we are on an actor and not a component so we cannot just simply call OnComponentHit.AddDynamic()
so that we need to use the CollisionMesh->OnComponentHit.AddDynamic()
, once you get past that it’s a piece of cake.
Here is my particle system, I modified a bit the size and lifetime of the blast, the size of the fireball and also a bit the light’s brightness.