Hi guys,
I wrote an ActorComponent in C++ which provides shared functionality for taking damage. I created a new actor in blueprint and added my “Combat Component” to it. Now I need to wire the actors TakeDamage function to my combat component’s TakeDamage function. It has a function with the same signature as the actors’ TakeDamage function:
float UCombatComponent::TakeDamage(float damage, FDamageEvent const& damageEvent, AController* eventInstigator, AActor* damageCauser)
When I try to call this via Blueprint, I don’t know how to provide the FDamageEvent variable. It seems like this struct is not available through Blueprint?
What is the right way to incorporate my TakeDamage function to be called every time the actor’s TakeDamage function is called?