How to check if sphere collision overlaps point light?

I have a character who can only cast spells while in shadow. Basically, I’m just checking if any point light can directly see the character. I am currently using an implementation that works by drawing a line trace from every other light in the level.

This is not scalable, and I have to further check against Directional Lights, SkyLights, RectLights, etc. UE4 has also warned that the Get All Actors Of Class node is inefficient. I am now trying to use a sphere collision attached to the character with radius 1000. I want to check for overlapping point lights within this sphere collision every frame, then draw the line trace. For whatever reason, point lights cannot be captured as overlapped actors or components and I want to know why. These are what I have tried.

  1. SphereCollision → GetOverlappingActors of class PointLight : No Point Lights are returned.

  2. SphereCollision → GetOverlappingActors of class → Cast to PointLight : No Point Lights are returned.

  3. SphereCollision → GetOverlappingComponents : No Point Lights are returned.

  4. Self → GetOverlappingActors of class PointLight : No Point Lights are returned.

  5. Self → GetOverlappingActors of class → Cast to PointLight : No Point Lights are returned.

  6. Self → GetOverlappingComponents : No Point Lights are returned.

  7. SphereCollision → ComponentOverlapComponents : No Point Lights are returned.

  8. SphereCollision → ComponentOverlapActors: No Point Lights are returned.

  9. SphereCollision → GetOverlappingComponents → Cast to PointLightComponent : UE4 warns that the cast will always fail because PrimitiveComponent cannot be casted to PointLightComponent.

I’ve tried just about every combination of overlapping and point lights just never seem to be caught as actors or components. My sphere is set to OverlapAll and generate overlap events, I’ve tried setting point lights to generate overlap events as well. How can I make a sphere collision overlap with point lights?

i would think the issue is due to lights not having collision.