Are you sure you set the collision channels correctly on the kick sphere? It might be useful try to debug using print string to see if it is colliding with the enemy. So basically pull of the overlap event and from the “other actor” pin → build string → print string and see what value you are getting. Another thing might be useful is to see if the cast to enemy is failing. So add a print string at the end of the cast failed.
I’m not sure what your animation bp looks like, but its easy to activate and deactivate the collider collision based on “animNotifies”. Using them you can activate and deactivate collision on a certain frame of the animation.
The Issue might be do to that you are attaching the collider as you kick, which is not a very ideal solution in my opinion.
You want to attach the collider on event begin play, and activate the collider everytime you kick and deactivate it when the kick is ending.
Hope this was somewhat useful, I’ll be happy to help more if this was not enough info.
Have a nice weekend
-SamuelB