Correct. Or you could just fake it easily by something like:
- Create a Vector going from the Actor who caused our damage, to the Actor who was hit by the damage.
- Normalize that vector then scale it by our Hit Actor’s bounds size (XY).
- Set the Z to whatever the Component who hit us Z is.
- Spawn the particle at that location.
Something like that. The trace is probably easier, at the cost of a bit more performance (but again, it’s not even fired unless you know the trace will hit something so that will help).
Sure. I actually do that in the Burning Man video. Basically I just create a passive with a damage task and set it to loop X times. The length of the passive Ability is the length of a single damage “tick”.