How do I test for a Persistent Actor in a BP?

You’re going to need to divide the actors in your level, somehow: Blacklisting or whitelisting, but you’re going to need to store information about it some way.

You can:

  • use a GameplayTag, and only apply damage against tagged actors
  • Use WorldStatic for the “map” components, and then only apply the damage if the collider collision response is NOT a WorldStatic
  • Trigger damage if the hit normal isn’t in the same direction as gravity

Either way, you’re going to need to tell your game what is a “Map” and what is a normal collider.