Setting Bush On Fire Through Fire Contact

My goal here is for my ThirdPersonCharacter to be able to approach things while he is on fire and cause them to set on fire if able. If ThirdPersonCharacter is not on fire, he shouldn’t be able to set things on fire.

Here are the nodes that set up making the ThirdPersonCharacter able to set on fire and turn it off.
It also shows the PlayerFire variable on the side.

This one below shows the Event Tick on the same Blueprint that allows the fire to run out over time.

Now here below is the Blueprint for the bush I am setting on fire.

I have played with the blueprints for the two several times but have yet to reach the desired goal. Probably overlooking something simple I’m sure.

Below is the base state. The character isn’t on fire and neither is the bush.

Now, under this, is the character overlapping the bush causing it to set fire while he is not on fire. This is what I don’t want.

Below this is when the character is on fire, he sets the bush on fire as well. That’s also what I want but I am unsure how I made that part work because it wasn’t working before playing for the screenshots.

Well it was gong to be but I’ve reach the limit of attachments but its just the character touching the bush and both are on fire.

Since no one here could figure out how to help me, I just sat down and kept trying until I got it to work. Putting my answers so that I can look back to it or incase someone has a similar problem.

Below is the way the character sets on fire and the variable on the side to tell if the fire is true or not. This is a part of the ThirdPersonCharacter’s Blueprint

Below here is the same blueprint but the event tick allowing the fire to run out on it’s own.

And below this is the blueprint for the bush that the TPC sets on fire. Finally made it where it would only set on fire if the character is. Not sure what the problem was before but I’ll be able to look over the differences shortly.

Looking over it, all the error was in the Bush BP. It appears I just had to tweek a couple of the nodes after the overlap begins. It looks like I just swapped the Cast to TPC and the branch around.