How are you supposed to handle a projectile’s damage degradation without using timelines?

I think I’m on the right track with this code, but need your guys help. FDHProjectileDamage::Tick() will be called from the owning projectile’s Tick()

So what I’m trying to do here, is this:

Here’s the code:

```
/** FDHProjectileDamage
* Declared: DHItemTypes.h
*
* Handles the damage properties of a projectile
*/
USTRUCT(BlueprintType)
struct FDHProjectileDamage
{
GENERATED_USTRUCT_BODY();
public:
/** Default constructor */
FDHProjectileDamage() {}
FDHProjectileDamage(float InDegStartRange, float InDegIntervalRange, float InDegScale, float InInitDamage, float InMinDmg, float InSpeed);
//////////////////////////////////////////////////////////////////////////
// Projectile damage
/** Travel distance required to start degradation */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float DegStartRange;
/** Travel distance interval to degrade damage by degradation scale */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float DegIntervalRange;
/** Scale to apply every degradation cycle */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float DegScale;
/** Initial (maximum in most cases) damage */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float InitialDamage;
/** Minimum damage, where degradation stops */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MinDamage;
/** Speed of projectile (UU/s) */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Speed;
/** Call every owner tick */
FORCEINLINE void Tick(float DeltaSeconds);
/** Gets current damage
* @returns Current damage */
FORCEINLINE float Current() const;
operator float() const { return Current(); }
private:
float CurrentDmg;
float CurrentTime;
float TravelDist;
};
FDHProjectileDamage::FDHProjectileDamage(float InDegStartRange, float InDegIntervalRange, float InDegScale, float InInitDamage, float InMinDmg, float InSpeed)
: DegStartRange(InDegStartRange)
, DegIntervalRange(InDegIntervalRange)
, DegScale(InDegScale)
, InitialDamage(InInitDamage)
, MinDamage(InMinDmg)
, Speed(InSpeed)
, CurrentDmg(InitialDamage)
, CurrentTime(0.0f)
, TravelDist(0.0f) {}
//////////////////////////////////////////////////////////////////////////
// Projectile damage
void FDHProjectileDamage::Tick(float DeltaSeconds)
{
float OldTravelDist = TravelDist;
TravelDist += Speed * DeltaSeconds;
CurrentTime += DeltaSeconds;
if (TravelDist >= DegStartRange && CurrentDmg * DegScale >= MinDamage)
{
TravelDist - DegStartRange;
}
}
```