This is the method I’m using, I don’t know if it’s correct. So far I haven’t had any bugs, and I haven’t tested for multiplayers.
First step is to create an ActorComponet so that you can apply it to a Player Controller or an AI Controller.
Second step I go in B_ShooterGame_Elimination and add it as a component, in this case it’s for the Player Controller.
In B_Hero_Shooter_Mannequin I create a function and execute it after the Character is possessed.
In B_MaxHealt I create a function to apply the effect, it must be executed only once so that the maximum health is not added every time the Character dies.
Finally, I create a Gameplay Abilities Effect and apply it to the variable created in B_MaxHealt.
Result 1000 of Health, I don’t know if this is the correct way that Lyra’s devs created but it works.