Why is shield mesh pushing enemy characters and causing them to jump?

Hmm, well technically it should have worked if you’ve set it to overlap when the attack animation is playing. Have you tried setting it to NoCollision during the attack?
Also, I think the NPCs use Capsule Collisions, right? I guess that’s why they go up into the air (they try to stand on the shield) so there’s definitely some active collisions happening. You could make the sword and shield a new object type, and make sure the NPC capsules ignore object type in collisions → I assume you are using physics bodies instead of the capsule component as hit boxes?
Physics Bodies in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community