2D character apply damage event and "turn" around functionality stop working on a tile map style level.

I’m making a 2D Sprite platformer as a personal project. I have an enemy character that hurts the player when it overlaps a damage box with the player’s capsule (triggers the “ApplyDamage” method) and turns around when a collision box hits an actor other than the player/stops detecting the floor.

When I’m playing a “normal” level, these work as intended. However, when I place both actors (player and enemy) on a TileMap, the “ApplyDamage” method won’t trigger, and the “TurnAround” method will trigger both with the player and other actors.

Even though I only made changes to the map, I have no idea why it will not work. Any help would be appreciated.

Both levels in question


//triggers when the enemy collides with a wall
void AEnemyPaperCharacter::WallDe
tectionEvent(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSwep,
const FHitResult& SweepResult)
{
    TurnCharacter();
}

//when we end overlapping with floor, turn around
void AEnemyPaperCharacter::FloorDetectionEvent(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
    TurnCharacter();
}

void AEnemyPaperCharacter::OnBeginColisionDamageEvent(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSwep, const FHitResult& SweepResult)
{
    AController* EnemyController = GetInstigator()->GetController();

    UGameplayStatics::ApplyDamage(OtherActor, DamageValue, EnemyController, this, 
    DamageType);

}

//set the actor rotation to 180° of the original
void AEnemyPaperCharacter::TurnCharacter()
{
    FRotator Direction = GetActorRotation().Add(0.0f, 180.0f, 0.0f);
    SetActorRotation(Direction);
}