Why don’t you just have the render text component already attached INSIDE each BP that needs it and just toggle its visibility on and off?
When player overlaps (on overlapped actor), render the text visible.
When the player ends overlap, render text not visible.
If player presses whatever Key (E I guess), while overlapped, it does whatever you want it to. Put all the logic that needs to happen with that actor, INSIDE that blueprint.
Let the character/controller, handle the input stuff, and just have the conditional happen inside each respective actor.
When you transferred your BPs, might have been a change it got corrupted, but your current implementation is inefficient.