Detecting Collision of a specific component

Hey, I’m trying to make this game where each player is holding an object, and the goal is to just touch the object with the other player to, in essence, kill them and win.

So I tried using the ActorBeginOverlap Event but realized that it will detect anything that collides with all of the actor, not just the weapon part that I have.

So to make it more specific in the Tick loop I’m trying to use GetOverlappingActors with a reference to my weapon collider. I have the filter set to the player blueprint and when the array is greater than 0 I tell it to kill the other player.
The problem is when they collide with other objects in the game it registers those as player blueprints when they’re not.

The objects are spawned by players however and I think that there’s some kind of link formed between the player and the spawned objects that is letting them past the filter.

Here’s the blueprint where I’m having some trouble

The issue comes up when the player runs over the dropped items from the other player, it registers the dropped object as a player blueprint and in the watch section above it lists the other player as the object that is overlapping in the array and kills the player.

Any ideas?