This is an “interesting” example, as I don’t think most people would do it this way.
- OnComponentEndOverlap OtherActor should be something that’s moveable/player controllable, and you want to set it to null directly which is odd.
(if any events are currently running, I don’t know what the implication is with UE4.) - If you want to set currentMission to null, isn’t it suppose to be a variable that pulled from test character, but the set node would be target=TestCharacter_C.currentMission, and select asset is empty(select asset).
just to offer my observation.