it is not a pure virtual funtion: (BlueprintImplementableEvent)
/** Event when this actor takes POINT damage */ UFUNCTION(BlueprintImplementableEvent, BlueprintAuthorityOnly, meta=(DisplayName = PointDamage), Category=Game void ReceivePointDamage(float Damage, const class UDamageType* DamageType, FVector HitLocation, FVector HitNormal, class UPrimitiveComponent* HitComponent, FName BoneName, FVector ShotFromDirection, class AController* InstigatedBy, AActor* DamageCauser, const FHitResult& HitInfo);
so… i think it must implemented like this:
void MyClass::ReceivePointDamage(…)
{}
below a more complete explanation: