Fire Code Depending On Actor Overlapping

I need to find a way to make a whole list of actors in one grouping to be easier to reference (like a struct) but i need a list that can break and give me the whole list that i can node out from. Basically:
Make a list > Get that list > Break it > Check each actor if its the overlapping one > if any are true run that code connected to it > if not, continue checking the list.

Is there any way at all to do this?

I know that a struct will not work because i can not set a default actor in the struct. So i cant check to see if its that specific actor because there isnt anything that specifies what actor is starter hand gun or shot gun.
I just made this struct to show as an example of what i need.

a structure will work

but i cant set what actors are being referenced in the structure itself, i cant edit the default setting to make it say, Starter hand gun is this Hand Gun actor.

ok lets make a new actor called GUN and add a static mesh component leave it blank now lets make a structure inside add only 1 variable of the gun actor we just made but we get a class reference not a object reference we will leave that set to none as well now go back to our gun actor and add a variable of our structure leave it blank as well compile and exit to content browser and right click on gun actor and create a child actor and call it shotgun inside that we will set a static mesh shotgun and a class of shotgun now inside your character create a new variable type gun structure and make it and array drag it into the graph and get it now drag off and do a for each loop with break hook it to your begin overlap event right click on array element and split it and on other actor get class and get gun class if it equals we break code and run the pick up code

dont put the static mesh into the structure as i did put a blank 1 in the actor set it in you child actors

Hey i did what you suggested and i can get the code to work, but it still doesn’t help me. If one of the actors is true then it’ll break and run code, however i cant tell it what code to run based on which actor it found. It’ll play the sound cause its the handgun. But how can i make it play a sound if its a hand gun, but if it was a shotgun that made it break, run a different code. That’s what i need.

I solved this myself, I’m an idiot and didn’t know about the overlapping actor get class node. So with that node i can check to see if its a specific class by doing an if check for each gun like so. Idk if there’s an easier and better way to do this, but after a few days of being annoyed then finding out how simple this could have been done. I don’t even care right now. I can go back and simplify it later, until then. I’M MOVING ON!