Damage system based on components

@OptimisticMonkey

Yes I do like the interface logic. I’ll review my current implementation. At the moment I’ve implemented inside the BeginPlay method an handler for the OnTAkeAnyDamage called on the component owner:



void UDamageComponent::BeginPlay()
{
    Super::BeginPlay();

    AActor *Owner = GetOwner();

    if (Owner != nullptr) {
        Owner->OnTakeAnyDamage.AddDynamic(this, &UDamageComponent::HandleTakeAnyDamage);
    }

}