Montage priorities, take damage over time doesn't allow character to attack

I just created a debuff component that can activate a series of debuffs (burn, posion, stun, weakness, sleep…).

As intended some of them cause damage over time to the Actor , as you can see in the image bellow.

In my Character Master Class, I play a Montage that’s a generic animation for getting hit.

Everything works fine it blends with movement, if the character is hit it prevents the attack as intended. But with the overtime damage it can’t attack until the debuff is gone, it keeps interrupting attacks every second.

I have some ideas of how to solve this situation:

  • Checking if is attacking and prevent the hit montage to run (this breaks the intention of preventing attacks with faster attacks);
  • If damage is from debuff doesn’t execute any montage (which would seems weird);
  • Merge both, if is attacking and damage is from debuff ignore montage (best solution in my head).

I wonder if there’s any priority on animation montage and what would be the most common “ideal” solution.

I’m new to Unreal, so not really sure about all it’s features, maybe there’s something hidden that I couldn’t find.