Damage increase Power up

if you create projectile BP interface allowing damage change from character that fires it, then after spawn actor node, cast back to projectile class and call the implemented function to set new damage.
All the other receiving end would call to check what the damage is upon impact(hit/overlap event), the reason being:

  1. damage boost is per projectile, so when your projectile is in flight, and you happen to pickup powerup/or lose powerup on timeout, your projectile don’t misteriously become more powerful or less powerful.
  2. you can do a lot of other interesting side effects this way, ie. stun/slow, on fire, etc.
  3. it can be done in independent event driven way so you don’t have to poll all the projectiles or all actors could be affected all the time.