Able Ability System Info and Support Thread

Yea, I’m really not a fan of how the Damage type is setup by default in the engine (they’re classes as you point out which is pretty heavy weight just for what amounts to a simple flag / integer).

I basically handle this in the Burning Man example ( https://www.youtube.com/watch?v=-cAP5eqTb2Y ) by explicitly passing the Gameplay Tags during CalculateDamageForActor, so when the Actor actually receives the OnTakeAnyDamage callback - they can then look at the incoming tags for that damage.

While not 100% ideal, since those calls happen back to back, you don’t have to worry about some other damage call coming along and stomping your incoming tags (and if you are that worried, you could always store them as a queue).