(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

I could of course implement my own functions to transfer the damage from the damage causer to the receiver. Just as I might use twenty “append string” nodes in a row instead of one “append multiple” from the victory plugin. However, there are many situations when the damage nodes are just ideal and casting or bp interfaces would be really cumbersome to use. The only of the damage nodes is that you may only pass one float at a (and afaik you can’t change or workaround at the moment without c++). Since really many games use some kind of damage I think many people would benefit from a default damage node which may pass various floats. Hence even racing or sport games may use it to pass some data from one actor to another. Two wildcard/ a struct array(s) would of course be even more useful than two float arrays, but I don’t know if is a good idea for something crucial as damage processing or if it’s possible at .