Filter overlap by component

I’m having an overlap issue.

I have a pickup that on overlap will destroy itself. The mechanics work fine. Run over it, trigger the pickup actions.

My character has a sphere component that is scaled to expand a set distance from the character, I am using it currently to apply damage on input button press to anything that the sphere overlaps.

Both mechanics separately work just fine. There is however one unforeseen niggle.

The sphere I’m projecting for my attack mechanic is overlapping my pickup - meaning that I end up triggering my pickup from some distance away. This, I don’t want! Overlap is going to form a large part of my attack mechanics, so I don’t want everything that uses this mechanic to trigger it, nor do I want the player to trigger it from a distance.

to this end, I’m trying to figure the following out.

My pickup is activated by an overlap trigger. Is there any method to check if the overlap is only the player character mesh. (If so I assume I can just return a True to gate before triggering the pickup actions).

Sorry Folks,

I am halfway there.

From the same array that I am deriving overlapping actors I am triggering Get Class. I then have a Class = Boolean returning true if equal to mesh.

I have then added a collision only mesh component to my character that extends the range of my desired pickup radius.

Good news - My sphere no longer interferes and still works as intended for overlapping other objects and applying damage, but my class definition is incorrect, as the pickups are not triggering.

Can we see a screenshot of your blueprint? I’m trying to solve a similar set up. I have a sphere that triggers an event. But I want the sphere to only trigger the event when a specific mesh overlaps it and not any others.

HK