I’d just use this scripted into a component that could be then attached to world entities or even spawned (nuka-cola spillage) / destroyed (clean-up) dynamically:
Use Damage Type Classes
to deal a specific type of damage which can be interpreted on the receiving end:
You can do the same for any type of environmental effect - it does not even need to be damage - anything from radiation build-up, to grenades going off.
The Damage Prevention Channel
on that 1st node can be super handy, too! Perhaps there’s something lead-lined we can hide under:
You could designate additional custom trace channels
/ object types
to handle this.