Apply Point Damage deals damage multiple times

Hi,

I very recently got started with Unreal Engine and am currently trying to make a shooter to learn the engine. I’m having a problem with my damage logic, where while the apply point damage node is only called once on a hit, damage is registered multiple times. I’ve tried to set up multiple systems to stop this, but none seem to do anything.

Does anyone have an idea of what might be going on?

Thank you in advance. Any ideas and feedback on how everything could be improved, as well as suggestions on what I’m not doing properly, are also appreciated.

Hello.

Are you sure your apply damage node is called only once ?
What do you mean by " damage is registered multiple times" exactly ?

Hey @justacoasterfan! Welcome to the forums!

Can you show us the logic before the MultiLineTrace? Also unless they are penetrating things you could probably just use a standard LineTraceByChannel, that might be it right there tbh.

But it is possible that because this looks like it should reset itself every frame, you’re getting multiple hits because it’s allowing a hit each frame.

Let’s see what’s before that Trace! :slight_smile:

Hi,

I know it’s only called once cause when I add a print string it only prints once, but the print string in damage dealing is printed multiple times.

Here is the logic before the Trace (I’m aware the input should be done with proper input actions xD):

I wanted to use a MultiLineTrace so things like penetratable walls (but reducing damage) could be possible in the future.

Thank you!

Can you show where you put this? There are definite ways you could only get one return print for something like this occurring more than one time in succession, such as on “Pressed”. Also the Multi-line trace might be hitting multiple collisions on the enemy such as Capsule, Static Mesh AND multiple parts of the Skeletal mesh could be doing it!

Maybe try printing “Hit Component” to see if it’s different components!