Proper way to get the effected player for split screen

So I am having issues killing players in my local multiplayer shooter.

My projectiles have a damage event on them, which damages other players when it overlaps with an actor of the character class.

The character class is using the Event Any Damage node to apply the damage to the player’s health variable.

This all works and the damage is reflected on the HUD of the player taking the damage.

My problem is that the incorrect player is being killed once the health of any player hits 0.

For example, sometimes player 1 will shoot player 2 and end up killing player 3. Other times player 1 will shoot player 2 and kill them self instead. It also sometimes works out and player 2 ends up dying. It seems very random almost as if it sending the command out to the first available class instead of to the player with 0 health.

Here is how I am getting the reference to the current player…

… and here is how I use this variable to de-spawn the character (ApsPlayerController is used for the death screen so that The default player controller is not used until they spawn back in, it doesn’t have anything to do with how a player character is chosen to die and comes after).

Any help would be appreciated, thanks a lot.