How to reduce self damage.

i have everything functioning pretty well except one nagging issue. i cannot seem to find the correct way to Reduce self damage. this is a multiplayer game with everyone using BP_Shooter. what do i need to check to find out if the projectile that was shot was owned by the player who shot it. basically want to reduce the damage done from a rocketjump on the owning player. everything i tried so far ends up reducing the damage for everyone from the actual rocket being fired at players.

If you plug in the shooting/spawning character of the projectile to the owner/instigator pins on the spawn node, you should be able to back track through higherarchy to get the player that shot it on collision event

i can kind of get there i, having trouble more so seperating the damage output to be only 50% if i’m the one who shot myself.

You’d want to use a branch decision, probably on collision event. Essentially before applying the damage, get the owner of projectile(or damaging object) and the object/actor reference of the one being damaged(hit or overlapped actor). Check if they are the same. Then apply damage accordingly. Assuming you’re using a preset variable or random range for damage, in the event that the owner and Target are matching, divide the damage variable by 2 and apply.

this is just hypothetical, without knowing your existing functionality, if you can provide screenshots of existing code/bp that you’re using for damage I or the community may be able to offer a better solution

Thanks, i did manage to get it working.