[HELP] Call Event Any Damage without having to change the actor blueprints?


I’m trying to find a way to call the Any Damage event from the HUD blueprint. The event gets called when ‘this actor takes damage’ (so the HUD blueprint).
So the only way I found to fix this problem to call the event is by making the Character blueprint the parent of a custom blueprint (which extends the Actor blueprint). But this makes the mod completely unstackable.
So is there any way how to call this event when ANY actor takes damage?

Thanks in advance.

Get a reference to the actor and bind an event to “On Take Any Damage”, then when this event is fired for that actor, your bound event will also fire.


Thanks a lot!