# EntityEnteredEvent: Best way to identify which player triggered the event?

**URL:** <https://forums.unrealengine.com/t/entityenteredevent-best-way-to-identify-which-player-triggered-the-event/2840467>\
**Category:** Programming & Scripting\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, question, fortnite\
**Created:** [October 14, 2026, 7:27pm UTC](https://forums.unrealengine.com/t/entityenteredevent-best-way-to-identify-which-player-triggered-the-event/2840467 "2026-10-14T19:27:03Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Abrizzer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Abrizzer](https://forums.unrealengine.com/u/Abrizzer)\
**Post date:** [October 14, 2026, 8:07pm UTC](https://forums.unrealengine.com/t/entityenteredevent-best-way-to-identify-which-player-triggered-the-event/2840467/2 "2026-10-14T20:07:59Z")

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Hello, I believe this post is what you need: [Casting Entity to Player or Agent Fails - General / Issues and Bug Reporting - Epic Developer Community Forums](https://forums.unrealengine.com/t/casting-entity-to-player-or-agent-fails/2672698/13)  
In there the solution is a for loop and casting but now maybe with **GetComponent[fort\_character]** on the entity or with a **first loop** you can reduce boiler plate and check easier the result for players. If you need more context of the code let me know.  
Cheers

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