How can I handle Radial Damage

I’m so tired of this so I change

UGameplayStatics::ApplyRadialDamage(this, Damage, ImpactLocation, Radius, DamageType, TArray<AActor*>(), Weapon);

to

UGameplayStatics::ApplyRadialDamage(this, Weapon->GrenadeConfig.Damage, NudgedImpactLocation, Weapon->GrenadeConfig.Radius, DamageType, TArray<AActor*>(), Weapon, NULL, false, ECC_MAX);

This is not an answer but it’s work.

Thank you for cooperation).