OverlapMulti producing error

I’m trying to use OverlapMulti to generate an array of hits, then use a for loop to build an array of the actors from those hits (so I can use the editor to visually verify that the correct objects are being detected and returned). However, this is producing a boatload of errors:

error C2440: ‘=’ : cannot convert from ‘TWeakObjectPtr’ to ‘AActor *’

error C2653: ‘overlaps’ : is not a class or namespace name

error C3861: ‘Num’: identifier not found

The first error, in particular, is what really has me confused- I thought I was comparing a pointer to a pointer, so there shouldn’t be any problems.

CharacterPerception.h:

public:	
	// Sets default values for this component's properties
	UCharacterPerception();

	void SenseStuff();

	UPROPERTY(VisibleAnywhere)
	AActor* myActor;
	UPROPERTY(VisibleAnywhere)
	TArray<FOverlapResult> overlaps;

	UPROPERTY(VisibleAnywhere)
	TArray<AActor> actorArray;
	// Called when the game starts
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
};

And the relevant function from CharacterPerception.cpp:

void UCharacterPerception::SenseStuff()
{
	//TArray<FOverlapResult> overlaps;
	AActor* Origin = this->GetOwner();
	float Radius = 150.0f;

	if (Origin->GetWorld()->OverlapMulti(
		//output list
		overlaps,
		//origin location
		Origin->GetActorLocation(),
		//origin rotation
		FQuat::Identity,
		//collision channel
		ECollisionChannel::ECC_Pawn,
		//collision primitive
		FCollisionShape::MakeSphere(Radius),
		//collision parameters
		FCollisionQueryParams()))
	{

		for (int i = 0; i < overlaps::Num();){
			actorArray[i] = overlaps[i].Actor;
		}

		GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "I see you!");
	}
}