Actors should have an OnTakeRadialDamage Delegate

I second that. What baffles me is that we have a damage system, and classes for damage type, etc. but actors don’t have a health variable? DamageTypes somehow get created as an object during the Damage call, even though they have no code to execute? And you cannot use generic ApplyDamage along with Point/Radial damage because the only event to receive ApplyDamage is Event AnyDamage, which is also called when taking other damage types. Meaning, if your actor implements both, it will receive the damage twice.

Anyways, sorry for the long paragraph. But yeah, tl;dr damage system doesn’t make much sense