Okay- I get that.
I would definitely recommend making these spheres their own class, and do it like below:
First, add a sphere component. Make sure it’s at 0,0,0 location. You’ll probably want to lower the scale down from 1

Second, we make our variables.
I’ve added Health and Damage. If you ever want to heal these balls, you’ll also need to have a max health variable.

Finishing that, we’ll create our damaging function. I’m using unreal’s built in damage system for this example, but it’s fine if you use something else.
With damage receiving implemented, we can add the damage dealing part. This’ll just happen on Begin Overlap. There is no point in using end overlap in our case.
We check if it’s an enemy (in this case by casting, but if you have some other way to check, that’s fine too), apply damage to it, and then apply damage to self.
In the result image at the bottom, I’m also printing after we apply damage to self.
Now that we have our balls class, we create a scene component in our player

Next, set the rotation from relative to world. This’ll prevent the spheres from obnoxiously rotating with the player

Following that, we actually spawn the balls now
We spawn the balls, attach them to our scene component, add them to our array, and set the location to be in a perfect circle around the player.
To rotate the balls, simply add rotation to the ball holder component:
Result (with 8 balls at 100 distance):