AoE damage is doubled for enemies and I don't know why

This is a projectile grenade that explodes on impact, it spawns the blueprint with a damaging collision radius.

This is the blueprint with the damaging radius. Damage is set to -50, and the enemies I spawn have 100 health. They all get one-shot by one explosion. I have it set so there is friendly-fire. My player character has 100 health also, but only takes the 50 damage when the character is too close. After some testing I found that the enemies are taking double damage from the event, and I don’t know why. Does anyone see why this is happening? None of my other weapons have done double damage to enemies only, but this is my only AoE attack.

Does this also happen when you test it with only one enemy? And what happens when you create a DoOnce before the Spawn?

My guess is that there is more than 1 component that’s overlapping with the Sphere on Grenade Explosion. There are a few things you can do to fix that. First you can use a Sphere Overlap Actors instead of having a sphere collision component. Sphere overlap actors returns an array of unique actors, so you can go through them and damage appropriately, which should only damage once. If you don’t want to do that, you can again add the “Other actor” to an array, and check if Other Actor exists in that array before dealing the damage.

Do Once, and only one enemy in the level both yield the same results. I fire a single 50 AoE effect and the 100 health enemy dies, while I only take 50 for being too close.

Have you checked the BP_Explosion is not being spawned twice? If that is the case, you can easily solve it by adding a DoOnce in that overlap (not sure if that was the one you tested)

Zeaf, I decided to take your Sphere Overlap Actors method. I still don’t know what was going on with my old code, but after some figuring out how to use Sphere Overlap Actors node by watching a Mathew Wadstein video. This worked for me.

Seems good!