Well, you could try listening to this event :
damageable<native><public> := interface<epic_internal>:
# Signaled when damage is applied to the `damageable` object.
DamagedEvent<public>():listenable(damage_result)
# Results for damage events on Fortnite objects.
damage_result<native><public> := struct<epic_internal>:
# Object that was damaged.
Target<native><public>:damageable
# Amount of damage applied to `Target`.
Amount<native><public>:float
# Player, agent, etc. that instigated the damage to `Target`. Can be false when damage is instigated by code, the environment, etc.
Instigator<native><public>:?game_action_instigator = external {}
# Player, weapon, vehicle, etc. that damaged `Target`. Can be false when damage is caused by code, the environment, etc.
Source<native><public>:?game_action_causer = external {}
Basically every player has a fort_character that is damageable
so you can listen to this, but you’ll have to detect the death manually using some basic math. I’m not sure it works but you can try.