FDamageEvent to FPointDamageEvent

don’t use that syntax please! it’s a C-style cast which can lead to horrible runtime errors.
use that instead:

static_cast<const FPointDamageEvent*>(&DamageEvent);

ensure that you can cast that though. usually in C++ you check it by dynamic_cast instead (which is similar to unreal’s Cast) but it leads to compiler errors in this specific class, so you can use

if(DamageEvent.IsOfType(1)){

to check it before casting. 1 means point damage. 2 means radial damage etc. check the definitions to know more types.

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