Problem when an actor overlapps a sphere collision it makes all other actors of the same class to count as if they were as well in the sphere collision at the same time..

I was working on a freezing effect when an actor gets in a sphere collision range but a problem then just pop up. If 1 actor is in there and all the other actors of the same class are far outside like 50 meter away they all get frozen at the same moment when the first actor alone is in the sphere collision. Did i mess something up here when i put right after “On component begin overlapp” node and then directly after “get actor of class” and lastly the freezing effect in this order ? Or is the problem something else maybe ?

why are you using get actor of class? that will give you the first actor in the game of that class found, not the actor that collided.
on top you do a cast…there is the actor that collided…if you want to make that actor reacts then use that one…you can cast the ‘other actor’ and promote to a variable and use from there.

Like this ?

For some reason the enemy dont trigger the overlapp anymore and dont get frozen. Im not sure if i should put " get owner" or “get player pawn” on the cast to node or am i doing it completely wrong ? Btw tested both get pawn or owner and it does not work i guess i missunderstood maybe what you meant above…

I want acctually that i can collide and get healed (at the top nodes) but if enemy collide (bottom nodes) then he gets frozen… So far it worked kinda i get healed and the enemy gets frozen but all other enemy’s nearby as well…