I was attempting to do some radial damage and found that the following crashes the engine,
FRadialDamageEvent DamageEvent; actor->TakeDamage(100, DamageEvent, NULL, NULL);
After a bit of testing I found the minimum I can do is,
FRadialDamageEvent DamageEvent; DamageEvent.DamageTypeClass = UShooterDamageTypeBase::StaticClass(); actor->TakeDamage(100, DamageEvent, NULL, NULL);
If every type of FDamageEvent in the engine needs a UDamageType class reference to not crash when used, I would expect the exposed constructor to reflect that expectation similar to how FPointDamageEvent does.