Here is how I managed to get teams to function. My ultimate problem was I could not connect the custom enum the “Ignore Actors” array slot within “Apply radial damage with Fall Off”. The intent is for friendly to not receive explosive damage or any damage. Any other non-splash damage effect could have been done by a simple Branch when comparing their Tags. (Unfortunately I couldn’t compare Enums for some reason).
The following explanation has some extraneous stuff from what I was trying to do. Just insert what I put in text here:
First within the Team Select Widget insert “Set Tags” under the Actor group. Promote “Tags” to a variable. Insert “Get Player Pawn” into the target for the “Set Tags”.
*****Ingame the pawn needs to be spawned and under the Widget Owner’s controller in order for the “Get Player Pawn” to cast the tag successfully.
Second because my pawn is the one spawning the bullet actor we can set the bullet’s tag to mirror the pawn. Create a SpawnActor box and drag the Return Value to “Set Tags” under the Actor group. Now right click on the blueprint graph and “Get Tags” under the Actor group. Connect this “Get Tags” array variable to the “Set Tags” for the SpawnActor bullet.
Lastly within the Bullet blueprint we need to call for the tags that we wish to not deal damage against. Setup the event you wish to activate bullet damage. Prior to the Apply Damage box we need to get the actors involved. Right click on the blueprint graph and “Get All Actors with Tag”. Right click again and “Get Tags”. Right click a third time and “Get”. Connect the “Tags” variable to “Get” and connect “Get” to the “Get All Actors With Tag” and finally connect that blue array to “Ignore Actors”.
**may need to, after the bullet actor applies it’s damage, to perform a “clear array” but I haven’t tested that yet; I doubt it.