# How to stop damage from looping when not inside damage area

**URL:** <https://forums.unrealengine.com/t/how-to-stop-damage-from-looping-when-not-inside-damage-area/461783>\
**Category:** World Creation\
**Tags:** damage-sense, unreal-engine, question\
**Created:** [February 26, 2020, 4:40am UTC](https://forums.unrealengine.com/t/how-to-stop-damage-from-looping-when-not-inside-damage-area/461783 "2020-02-26T04:40:26Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![FateofReality](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FateofReality](https://forums.unrealengine.com/u/FateofReality)\
**Post date:** [February 26, 2020, 4:40am UTC](https://forums.unrealengine.com/t/how-to-stop-damage-from-looping-when-not-inside-damage-area/461783/1 "2020-02-26T04:40:26Z")

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I’m trying to have a water hazard in my level, but I can’t figure out how to stop my character from taking damage after I leave the water. Tried looking at other questions related to this but none of them helped.

 ![296912-waterhazard.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/d/a/8dad848befca6c6adcd29f25e8bf192c2f7f8636.png)

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [February 26, 2020, 12:13pm UTC](https://forums.unrealengine.com/t/how-to-stop-damage-from-looping-when-not-inside-damage-area/461783/2 "2020-02-26T12:13:34Z")

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Yes, because after the hit, you send it into a loop it never comes out of.

It would work better to keep testing if they are still overlapping and deal damage:

 ![296936-d2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/c/0/6c0189c5e63ff38cdeba60184572fde2f75d26f3.png)

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**Author:** ![FateofReality](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FateofReality](https://forums.unrealengine.com/u/FateofReality)\
**Post date:** [February 28, 2020, 8:20pm UTC](https://forums.unrealengine.com/t/how-to-stop-damage-from-looping-when-not-inside-damage-area/461783/3 "2020-02-28T20:20:37Z")

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That didn’t work for me, but I found another method by doing a DoOnce, and replaced the OnComponentHit with BeginOverlap, then added an EndOverlap that does no damage to ThirdPersonCharacter
