gotcha. Probably look into custom collision then, this way you can just have a specific channel for overlapping with this type of trigger.
first I’d set both to overlap and just double check that they can successfully overlap at all. You can set a print string or breakpoint on an On Begin Overlap to confirm that happens successfully. If both actors are set to overlap all and the trigger never fires an overlap event, then I’d expect that it’s collision properties were overriden somewhere.
If that is a success, then you know that collision is working at all, and so the next step of filtering the collision via a custom channel would solve the problem of being able to overlap the enemies without them having to overlap with everything else.