When player walking => trigger ignore

From my experience thus far, triggers are meant to be activated right when you hit them. They trigger an event.
Because this isn’t exactly how it’s being used, I propose the triggers activate/set a variable which is then used elsewhere.

This solution is pretty much all done in your character’s blueprint.
We use the triggers to toggle booleans and save the trigger we hit.
The cast will only be true if the overlap is with a trigger volume.

We get overlap events and our input events. To check if we are stopped without a tick, we will simply check to see if we are sending any movement input. If we aren’t, and we have overlapped a trigger, it checks to see which trigger we have overlapped, and does the corresponding task.

You will have to name your trigger volumes, but this way seems to me to be rather clean and easy for what you want to do. You can add and take away all the triggers you want.