Cast to Blueprint is failing.

Hey @Zeryphim!

Try running a printstring after the eventAnyDamage, and plug the DamageType output into the printstring. Then when you run the game, it should give you the name- that’s one way of debugging.

I do notice your printstrings for the cast failure and the IsValid say the same thing- you’ll want to rename them so you can tell which is going off, since they both end the line you’ll never get it twice!

Let me know what that printstring returns and if it illuminates your issue at all! :slight_smile: