Have you tried to change the collision preset type instead of using the disable function (One that turns the relevant collision channel to “overlap” instead of “ignore” maybe)? You could also add a bool-based branch at the root of the EndOverlap event and disable it temporarily while you are changing the collision (so the call event farts into nothingness instead of triggering the function in this specific 0.1 second), but I am unsure if it will be called the second time when the actor will actually leave the collision volume, so might not be a solution.