I am currently working on designing my damage system. I plan everything out ahead of time before I attempt blueprinting, and then make changes as needed. I have seen some information about integrated damage types within Unreal. However, I have a unique issue that I don’t think I’ve seen someone address.
*I want to extend multiple damage types from the base damage class. For each damage type, I also want to define whether it is direct (single target) damage or splash damage, with control over the range of the splash damage.
*Weapons in my game will be capable of inflicting multiple damage types simultaneously. I considered performing a check for each damage type whenever a monster is attacked, but I feel like checking for 8 different damage types per monster when the player is fighting 6-8 monsters at the same time will be hard on performance. Is there a more efficient way of doing this? Am I over-thinking it? Is there a way to simply attach multiple defined damage types to a single damage source?
I can handle the blueprinting most likely. I just a little help with working through the logic of it. Thanks.


