Difficulties with SweepMultiByChannel and storing pointers to hit actors.

I tried implementing a capsule component on the enemy base class like so:

AEnemy::AEnemy()
{
	PrimaryActorTick.bCanEverTick = true;

	EnemyIdentifier = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Enemy 
    Identifier"));
	EnemyIdentifier->InitCapsuleSize(5.f, 5.f);
	EnemyIdentifier->SetupAttachment(RootComponent);
	EnemyIdentifier->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
	EnemyIdentifier->SetCollisionResponseToChannel(ECC_GameTraceChannel2, 
        ECR_Overlap);

}

And now no collision is being detected by my sweep which looks the same as before with the exception of changing the channel name

bool bHitSuccess = GetWorld()->SweepMultiByChannel(OutHits, PlayerCharacter->GetActorLocation(), PlayerCharacter->GetActorLocation(), FQuat::Identity, ECC_GameTraceChannel2, HitSphere);

But weirdly enough while messing with the capsule component I made in the constructor at a certain point I went from being able to edit and view the component in my Zombie blueprint, to seeing two versions of the component, to then only one again except now when I click on it the details window is blank. Any idea what’s going on?

Screenshot (809)