Fire event multiple times while overlapping is true

I am trying to create a basic shooting turret and have one set up to shoot projectiles when my character enters the proximity area but so far I am only able to get it to fire a single time using OnOverlapBegin()

Is there a way to fire multiple times while my character is in the proximity area??

void ATurret::Prox_Implementation(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) {

	FVector FireDirection = FVector(20,20,20);

	// If we it's ok to fire again
	if (bCanFire == true){
		if (IsOverlappingActor(OtherActor) == true){
			const FRotator FireRotation = FireDirection.Rotation();
			const FVector SpawnLocation = GetActorLocation() + FireRotation.RotateVector(GunOffset);

			UWorld* const World = GetWorld();
			if (World != NULL){
				// spawn the projectile
				World->SpawnActor<ADOB_TowerDefenseProjectile>(SpawnLocation, FireRotation);

			// try and play the sound if specified
			if (FireSound != nullptr){
				UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());

note “bCanFire” is always true

Hey Dobby90-

When IsOverlappingActor is called it will check the components of the actor making the call and the other actor’s components for any that are overlapping each other. This check is only done with the call is made. For a continual effect it would be best to setup a boolean to be set to true when the overlap begins and set back to false when the overlap ends. Then on Tick you can perform whatever the event is based on if the boolean is true.