I have an actor class set up for damaging in blueprint. I implemented the “event any damage event” and expected that if I turn “Can be Damaged” to FALSE that this event should NOT be triggered.
However, as it stands right now the actor is taking damage even when it’s initial setup flag “can be damaged” is set to false (you can see on the right of the actor’s defaults)
This is not a networked game and the event says it fires only on server, does that mean that the native damage system is not useful for single player non networked games? Should I implement my own “Can Take Damage” boolean? Or is this a bug?