For now I have my player abilities have a ‘on overlap box collision’ trigger to cast to ‘Enemy Blueprints’ to set the enemy ‘Damageable’ bool to true and then do damage from there. See example of explosion ability below.
This returns ‘none’ whenever I test this out because of the Sequence node I used so all my 50+ enemies are tethered to one event trigger. Example shows the first 3 enemies. Im not sure if this will cause problems down the line since everything is working the way I want it to. How would you make this BP flow more efficiently/effectively before I add my other enemies?