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The Check Area condition works by checking for objects within a "sphere".
So you simply input a location(which you can get from a target actor separately if you want), and then a suitable radius(which you can visualize with a sound actor for example if you don't know your units).
When you call the condition it will check for any actors you set as valid, and then output them.
If there are any of that type present, it will come out Blocked. Otherwise, Clear.
If you want to check the space defined by a trigger volume, simply use a "Get Touching" action.
With that you can get all the actors touching an object. From there, you run them through a Compare Archetypes or Compare Classes condition.
Blocked obviously means it found a valid actor, clear means it didn't.