Can I do a dynamic cast?

Perhaps it should be the other way round - it’s the Bonk Stick that deals damage:

When it comes to filtering what we can / cannot hit, there are too many options:

  • don’t implement damage event in the actor that cannot be damaged
  • collision channels / object types - the most efficient way but may not be suitable / clash with the desired combat mechanics
  • cast Other Actor to Base Enemy Class; cast fails => do not bother dealing damage
  • query Other Actor for an interface; no interface => do not bother dealing damage
  • have Damage Type pre-process damage and decide what to spit out (that option is most useful when things start getting convoluted)
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