So what I am trying to do is to use the DamageType method of selecting a class to define data & functionality for other things like casting a spell or activating a character item.
But I don’t really understand what is happening with the DamageType.
Take the node “apply damage”. I select a Damage Type Class and when that function is called, some magic happens and I receive the Damage Type reference through some event damage node.
So what is really happening? It would seem to me that it simply constructs the UObject of the Damage Type Class we chose.
But the description of DamageType says
"A DamageType is intended to define and describe a particular form of damage and to provide an avenue for customizing responses to damage from various sources.
For example, a game could make a DamageType_Fire set it up to ignite the damaged actor.
Damage Types are never instanced and should be treated as immutable data holders with static code functionality. They should never be stateful."
So what is going on here?