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Mark Pawn LastHitBy as BlueprintReadOnly

Since native code already keeps track of the last controller to do damage on a Pawn, it would be useful to expose it to Blueprints so Blueprint logic wouldn’t have to duplicate this behavior if needed.

https://github.com/EpicGames/UnrealEngine/pull/4128

Not a bad idea, only one thing - let’s say you have a game where a player can ‘Push’ another player out of the map and they get killed by environmental damage, the user might want to set this variable in BP so that their ‘kill’ is attributed to the player who touched or pushed the other one.

Mind you in that case, you’re probably better off creating a new variable and setting that instead… up to the designer/scripter I guess