Create an anti-gravity field box

This is the first person game template in Unreal Engine 5.4. I’ve created a BP_GravityField, and the idea is that inside this box, there will be a physics effect of linear velocity acceleration applied upwards (anti-gravity)

The red box is actually two things occupying the same volume: 1) a semi-transparent red material on a cube with its collision and physics completely disabled, for visualizing the field, and 2) a Box Collision used in my blueprint. Or, attempting to be used:

Now, here is the Event Graph in my BP_GravityField. What I’m trying to do is add a persistent field that culls objects outside of the collision box and applies a linear velocity to the actors inside the box:

The effect is that when I run this project, all of the actors (blue cubes) in the map float up forever. It’s the effect I want, but it seems like the targets are not being culled by the collision box / culling field. When I switch the culling field culling operation to Inside, then none of the actors are affected.