Hi MAIKERU Jackson,
If I understood your needs correctly, here are a few easy steps to get what you want :
- Create a new blueprint class inheriting from ‘StaticMeshActor’.
- Implement the ‘AnyDamage’ event as follows (same logic applies if you want to destroy a mesh into pieces) :
3 . Change your firing code to apply damage to the hit actor (‘Base Damage’ parameter must be greater than 0).
Hope it helps!
Cheers.