Like I said, all you need to do is to add a condition before applying damage, regardless of however you handle it. If the damage is applied to the player character inside another BP, then you can just use your existing reference for the player character (you probably already do if that’s the case, but if you handle your damage system another way without using a ref to the player character, see the approaches I went over in my post above to get a ref) to access your bool type variable and plug it into the Condition
pin of our Branch
node.