Casting teleports elevator... Video included

I have an elevator, that works fine. But I make a physics-based game, so I need to check is something interfere elevator when it moves, so it can stop and reverse its movement. I’m doing it with timeline. Here is my simple setup:

And here is a video,where I am showing bug. It seems that the problem is in few casting parts (I am showing in my video what happens when I disabling and enabling it and results.

I can understand what happens, but my elevator teleports… Any suggestions?

Sorry, I’m an idiot… There were doubled collision boxes that made two conflicted actions. I think that I didn’t notice it because I was just working for 12 hours a day three weeks and just tired. Here is a screenshot of conflicting castings for feauture generations lol

And here I’ve placed conflicted nodes near to each other.
https://blueprintue.com/blueprint/o293rqgk/