If I’m understanding your issue correctly, a quick easy way to solve it would be to add a branch check before setting up the damage logic so it has time to get away from the character before activating. Create a Boolean variable such as “IsActive?” make it false by default. On event begin play put a very small delay and then set it to true. On your overlap event just branch check IsActive? True-> cast False-> nothing. The delay is just long enough to clear your character.
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