hello!
first off, thanks for helping!
your first approach i allready thought about. but i was worried that it would be a really big hit on the performance with this approach (since the array will be 100 times bigger because theres everything in it, projectiles that are made of 5 components suddenly make the array bigger by 5 entries where as they didnt even show up before (with the get overlapping actors filtered by class)
there could easily be a few ai characters and a few players around that turret at any given time, so the “overlapping components approach” is quite hefty. in the beginning i also used begin overlap, but i had a few issues with that, and its not exactly how my turret works anyways. but i could re-do the whole turret ai with begin overlap only taking capsules of characters.
on the otherhand i hoped i could just modify the overlap behavior in some way.
another way came up when i discussed the issue with someone else who talked about how u can filter for subclasses. idk anyhting about those but i could also go for “get overlapping actors” and filter for capsules, wich again would drop my perfomance quite some. now i wonder if theres a way to set up subclasses for parts of actors (so i could possibly just filter for the mesh of the pawn or just the pawns capsule (and not the ones of projectiles))
anyways, to follow up with a bit more info i made screenshots of my bp
thanks so far