So you can make sure it’s the player in one of these three ways. First one is called casting, and is the most expensive way, best used if you need to access player specific functions in a meaningful way. Second one is just checking it’s class is player and if true continue. You already had the tag way, you just have to remember to tag the player there.
That said, OnComponentBeginOverlap actually only fires once (When the overlap first occurs) so in your setup as it was it would only fire one time, so if the player moved, the enemy would move to the old location. You’re going to need to set a chasing bool somewhere and have it continuously update the location until the player get’s out of the collision.