You can use components from begin overlap or hit events:
On overlap (or hit event) you can check if the component you’ve collided with has a certain tag (in my example that’s weapon) and then you can branch from there and see if you need to deal damage based on that tag.
You can set up component tags of your enemies or other blueprints in the detail editor:
For example:
Your character is a pawn or character class, and your enemies are pawns called enemy. Those enemies have collision boxes attached to their hands, which have “weapon” tag added to them.
In your character class you set up this scenario I’ve mentioned above and it should work.