I have been reading up on applying damage to actors and it seems the gist is to spawn a projectile and have the projectile apply damage to the actor on impact. I can see how this works for missiles and bullets, but how would you apply this concept to a beam? I am trying to implement something similar to the pulse laser’s alternate fire in the first Unreal Tournament that deals damage based on how long the beam is in contact with another player.
I am thinking of simply applying damage in the tick method of the beam as long as it is in contact with another player. Would this be the way to go? I would love to hear your opinions.