Okay I Figured it out. Thank you, guys, so much for helping me think through the problem I really appreciate it.
For my issue the overlap event was firing before the set damage event, So I set my default “Generate overlap events” to false for the projectile,
and in my set damage/range function I set “generate overlap events” to true. So, my projectile can’t overlap with anything until the damage is set. therefore, preventing it from dealing damage with a default value. This fix works perfectly for what I needed.
^^^^^^^^^^ above is answer, below is what I tried and didn’t work.
I tried using a user bool in the set Damage/Range and a branch at the begin overlap event with a retriggerable delay that retriggered until the damage was set but that just tossed an error saying that “Take Damage” Function was not retrieving any values.
I also tried working with event begin play, but I wouldn’t be able to get a reference to the weapon that was shooting it, I needed the weapons to be able to determine the damage and range values of the projectiles, so I can easily tweak balancing issues.
Thanks again for your help guys!
-LT
EDIT
Okay, so I just found a much better way of going about this.
Expose on spawn the variables that you want to construct with the bullet, whenever you want to spawn a bullet, the spawn node will have the exposed variables as pins so you’ll be able to construct the bullet from there.

