I overrided the take damage function in my pawn and am calling UGameplayStatics::ApplyDamage(GetCurrentInvestigator(), 1.0f, GetCurrentPlayerController(), CurrentMonster, UDamageTypeSanity::StaticClass()); in my game state
UDamageTypeSanity derives off a base class which derives off UDamageType.
When i place a break point in the take damage function i get “the breakpoint will not be hit” error only the return portion will get trigger the breakpoint
Any ideas?