Issue with collision overlap and timers not ending

Just let your player do a spin whenever they want, but when they start, check to see if you are overlapping an enemy.

If it’s always the same enemy, you can use a reference and plug it into ‘is overlapping’. But if you have more than one enemy, when the player starts to spin, use ‘get overlapping actors’ and a foreach loop to check if one of them is the enemy.

If it is, you can damage them :slight_smile: