As I’ve mentioned to Ariien, I do not know how to fully retrieve the entire player list, my attempts to reproduce what Wildcard have done have proved fruitless in that only part of the entire list is made available, however in regards to retrieving the various bits of information about players can be done like so:
Player controller is the input for that entire chain, and the node at the end is a custom struct, which is built as an array, thus storing all of the information in a singe place.
For collecting the players on overlap, if you’re adding a trigger sphere to the player(so as to make a stackable mod and not modifying the core directly), then when you attach the sphere, store it to a variable and - I believe - you should be able to create an OnComponentBeginOverlap event node, and from there add another reference to the component you’ve added and use a Get Overlapping Actors node - it’s probably not context sensitive, and ForEachLoop through the array using casting to shooter character and grabbing the Owner Controller.
If further explanation on the details of such a thing is needed, then I should be able to rig up an example of how to do this. I would also suggest removing the sphere on EndPlay if you’re using an equippable item to attach it, but that’s just me.