More damage while moving

Hello all, I am new to unreal and blueprint, I am having problems wrapping my head on how to implement a mechanic for my game. I want to have it so enemis take more damage When they are moving. Any help is good help. Thank you!

Give this a shot,

Copy the text below and paste it into your enemy blueprint.

You may need to create 3 float variables

Health,
MaxDamageSpeed
SpeedDamageMultiplier

/ Kyle



Begin Object Class=K2Node_Event Name="K2Node_Event_171"
   Begin Object Class=EdGraphPin Name="EdGraphPin_16666"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_16665"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_16664"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_16663"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_16662"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_16661"
   End Object
   Begin Object Name="EdGraphPin_16666"
      PinName="DamageCauser"
      PinToolTip="Damage Causer
Actor Reference"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor')
   End Object
   Begin Object Name="EdGraphPin_16665"
      PinName="InstigatedBy"
      PinToolTip="Instigated By
Controller Reference"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Controller')
   End Object
   Begin Object Name="EdGraphPin_16664"
      PinName="DamageType"
      PinToolTip="Damage Type
Damage Type Reference"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.DamageType',bIsConst=True)
   End Object
   Begin Object Name="EdGraphPin_16663"
      PinName="Damage"
      PinToolTip="Damage
Float"
      Direction=EGPD_Output
      PinType=(PinCategory="float")
      DefaultValue="0.0"
      AutogeneratedDefaultValue="0.0"
      LinkedTo(0)=EdGraphPin'K2Node_CommutativeAssociativeBinaryOperator_30.EdGraphPin_16779'
   End Object
   Begin Object Name="EdGraphPin_16662"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_VariableSet_38.EdGraphPin_16697'
   End Object
   Begin Object Name="EdGraphPin_16661"
      PinName="OutputDelegate"
      Direction=EGPD_Output
      PinType=(PinCategory="delegate",PinSubCategoryMemberReference=(MemberParentClass=Class'/Script/Engine.Actor',MemberName="ReceiveAnyDamage"))
   End Object
   EventSignatureName="ReceiveAnyDamage"
   EventSignatureClass=Class'/Script/Engine.Actor'
   bOverrideFunction=True
   Pins(0)=EdGraphPin'EdGraphPin_16661'
   Pins(1)=EdGraphPin'EdGraphPin_16662'
   Pins(2)=EdGraphPin'EdGraphPin_16663'
   Pins(3)=EdGraphPin'EdGraphPin_16664'
   Pins(4)=EdGraphPin'EdGraphPin_16665'
   Pins(5)=EdGraphPin'EdGraphPin_16666'
   NodePosX=-544
   NodePosY=-384
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End Object
Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_106"
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      PinFriendlyName="Target"
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      bHidden=True
   End Object
   Begin Object Name="EdGraphPin_16679"
      PinName="Health"
      Direction=EGPD_Output
      PinType=(PinCategory="float")
      DefaultValue="0.0"
      AutogeneratedDefaultValue="0.0"
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_2198.EdGraphPin_16686'
   End Object
   VariableReference=(MemberName="Health",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_16679'
   Pins(1)=EdGraphPin'EdGraphPin_16680'
   NodePosX=-16
   NodePosY=-320
   NodeComment="Enemy health"
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   NodeGuid=B836E6A0400858CF936E6782B9EAB750
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Kismet Math Library Reference"
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Actor Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor')
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   bIsPureFunc=True
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Float"
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Kismet Math Library Reference"
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Kismet Math Library Reference"
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      Direction=EGPD_Output
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Kismet Math Library Reference"
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Kismet Math Library Reference"
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Kismet Math Library Reference"
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Kyle, Thank you.

I will be attempting this tonight. Also your new game looks like fun cant wait to try it out good work!

Kyle, After some tweaking that worked perfectly. Its easily adjustable too.

Thank you so much!