Sphere Trace By Channel Returning Multiple Hits But I Only Need One

First post so sorry if this is in the wrong place.

I have a sphere trace on a notification tick used in a montage as hit detection of a pawn attack on a player and it works pretty well but the issue I have is that I need to stop the trace after the first hit so it doesn’t overlap multiple times.
I am unsure on how to do this. I understand I can use an array and add the player to the array to stop it overlapping again but I have no idea how to do that.
If anyone has any suggestions or ideas I would be glad to hear them.

i would use the DoOnce Node after that set a bool to stop the trace next tick with a Branch Node.

Add all of your tick trace logic to a function or custom event.
Create bool var to act as a gate keeper. Add a branch node to tick event. Use the gatekeeper bool to execute your function.

So if true, run my trace, otherwise, don’t.

On hit, set the gatekeeper to false. Change it back to true where you see fit.

Works thanks. I have sphere traces or different lengths on a lot of different things so I added a do once with a delay the length of the trace that resets when the trace is over so it can be triggered again.
Thanks guys.