The question is simple.
Should i use this boolean to decide if an actor can take damage from my custom “weapon system”?
or i should implement my own properties that determines if i can “destroy” an actor.
I’m concerned that this parameter could be used for other specific things and then generate conflicts or problems if set it to true or false.
Basically I access
Impact.GetActor()->bCanBeDamaged
to determine if I can damage an object or not
Thanks