Apply Radial Damage has inconsistent results

Having issues with radial damage and have looked a variety of forum threads and answer hub results, but nothing seems to solve this. my radial damage only occurs when the origin of the damage is along the same z value as the root of the actor being damaged. in this video, the top down template is used for experimenting. both actors generate radial damage within the sphere (the sphere collision is set to the radius of the damage for testing purposes), but only the actor on the left actually damages the player. I’ve tried every damage prevention channel, however the actor on the right never damages the player. is this intended behavior?

more info available if needed, but it’s a pretty basic setup. the left and right actors trigger radial damage every second, and the player prints ‘ouch’ on any damage event.

Apply Radial Damage example

In order to solve this, I ended up writing a c++ static function in the blueprint function library which was basically the same thing as the radial damage node, but wasn’t constrained to any axis. So when the function was called, it checked for all actors of a certain type within a specified range and did damage to them in proportion to their distance. Has worked ok as long as it’s used in an optimized situation, but never really answered the question of why the original node didn’t work in a 6 DoF situation.