Identify more than one unique actor classes when overlapping player's sphere collider

I can’t wrap my head around that problem. I have two classes BP_Food and BP_Carry, which I can pickup and displace (bp_carry) and the other just eat when input is fired. But before that I need to store informations like reference if one or the other holds specific component (food compoment and carry component).

These objects can be close to each other and there can be multiple food class actors and at least one carry class actor within player’s collider I’m using as overlap check. And I need to continuously check while player is overlapping these actors closest food object to eat and closest object carry to pickup.

I did standard get overlapped actors, then find nearest actor, then get component by class for one of the components… so far it works, but when I need to check for more than one actor overlapping player’s sphere, my brain just won’t cooperate. What I need this system to do next is update list of actors overlapped, cause player may move during this whole checking.

So, I’m here to ask what approach would be better, I might be thinking about this completely wrong way and this is why I’m stuck. Thanks in advance

EDIT - additional context:

ok, these are two separate objects… BP_Food you can imagine berry, apple, cantaloupe, tbone steak, etc. and you can only eat them, then there is BP_Carry object which you can carry only. And here is the thing I forgot to mention.

Player character is an animal and there is an action where this animal bites towards direction of BP_Food if this object is withing overlap area (aim offsets and biting anim) and also we are using the same animation setup for picking up objects, so this animal would bite an piece of rock or wood, or crystal and carry it in its mouth/jaws then release it where you need it.

I’m not sure what the goal is…
I picture a crate with food in it and someone picks up the crate and eats the food while carrying it :thinking:
Pictures would be helpful.

ok, these are two separate objects… BP_Food you can imagine berry, apple, cantaloupe, tbone steak, etc. and you can only eat them, then there is BP_Carry object which you can carry only. And here is the thing I forgot to mention.

Player character is an animal and there is an action where this animal bites towards direction of BP_Food if this object is withing overlap area (aim offsets and biting anim) and also we are using the same animation setup for picking up objects, so this animal would bite an piece of rock or wood, or crystal and carry it in its mouth/jaws then release it where you need it.

I came up with something like this, before setting IsBite boolean it is hooked up to Tick.

OK, I had to change ADD for ADDUNIQUE, I almost got what I needed. Well, now I changed Tick for Overlap Event from my sphere trigger and also used End Overlap to remove these previously stored actors from arrays. It is working as I need, but do not know if this is correct way. It feels like I’m freestyling.