Right you need to add a “equals” node into a “branch” node after the “foreachloop” to check the overlapped actor. Also add a new variable of type “actor” to the sphere. In the player blueprint, when the player spawns the sphere, cast to the sphere and set the actor variable in the sphere to be “self”. In the sphere blueprint, the “equals” node checks overlapping actor with the actor variable and, if true, do nothing, if false do damage.
That “getoverlappingactors” node should target self (just unhook the blue wire) not the actor it is actually overlapping or you’ll get a different array of actors. It should also run off of begin play and not oncomponentoverlap because you’ll potentially fire the event multiple times.
You can add more exec wires to begin play by using a “sequence” node.