How can I move all actors?

So you are iterating the entire array of flappy bases, to figure out which one is “Other Actor” ?
Why not use “Other Actor” directly instead ?

Also why destroy it, if you are moving it back to start ?
You either destroy it and spawn a new one, OR move it back and leave it be. Your overlap event could be 2-nodes long :slight_smile:

IF you choose to destroy it, then the array “Out Actors”, that you built at BeginPlay for movement, will become desynchronized with what exists in the world. The destroyed platform will become a NULL pointer in the array, and the newly spawned platform will not be in it.
If you do that you need to refill the “Out Actors” array with a fresh result from “GetAllActorsOfClass” every time you destroy/spawn a platform.

EDIT: Actually I glanced too fast and I realize your logic is a bit more complex than that. You have two types of objects, and two arrays. I assume your goal was to figure out the type of object that “Other Actor” is when overlap happens. For that we use Casting. That lets you identify the class of an object, which is vital when working with events such as Overlap that give you abstract objects like “actor”. Here is an updated version :