C++, UGameplayStatics::ApplyRadialDamage: custom damage event structure

As far as I can tell, it isn’t really possible to make ApplyRadialDamage use custom damage event derived from FRadialDamageEvent. Without duplicating the routine into your code.

Would be nice to have a different version that used, callback/lambda or, well anything, that would provide me a point where I can setup custom damage event structure.

Also, there’s bunch of useful functions like “ComponentIsDamageableFrom” and GetNameSafe that don’t seem to be exposed into public api. ComponentIsDamageableFrom is static, for example.

I completely agree that the damage event stuff shouldn’t be hardcoded in ApplyRadialDamage. It should be passed in as a parameter like TakeDamage.