In case anyone stumble across this. I’ve decided to use a sphere trace to simulate explosions radius and then get all colliding actors and do a Line trace to the center of the explosion. If something blocks it, the explosion doesn’t do damage, but if it doesn’t, I do an ApplyDamage, to simulate an spherical falloff to affected actors easily (Can also use a custom DamageType)
One LineTrace may not be enough, so I’ve tried using another sphere trace from the Character’s capsule component and a 3 Line traces, one from the feet, another from the middle and another from the head of the character, and then calculating the applied damage based on all the hits.
If anyone has other ideas and solutions, feel free to share!