Trying to create a damage multiplier pickup

Hello! I am working on a class project and for part of the project I’m trying to make a secondary pick-up item. I already made a health boost using tutorials from my teacher, and thought that making a damage multiplier would be simple enough but I’m struggling to find a way to implement it to the projectile/damage system. Attached are screenshots of the projectile system, the health booster, and how it’s attached to the player blueprint. Any help would be amazing thank you!



Im not quite sure what you are trying to do but if I were doing a damage multiplier, I would just take damage and multiply it by the multiplier.

So drag a wire from Current Damage and Multiply (*) that by the Damage Multiplier. The damage multiplier has to actually multiply the damage somewhere.

I don’t know what sets the damage multiplier amount but that could be stored in the Actor file for the projectile if it was the same every time per projectile.

Hello, so I am trying to make a bonus item that temporarily multiplies damage. Like a “Double damage” pick-up that either AI or player character can run into, that causes their projectiles to do 20 damage instead of 10, for 30 seconds. I understand what you’re saying, have something be applied to the base damage called “damage multiplier” and have that be an actor with it’s own blueprint, which is where I get stuck. I created the pick-up blueprint for the actor, but can’t figure out for the life of me how to set up the timer, and multiplier floats for it. I’ll keep working on it myself in the meantime though!

Create a blueprint for the Double Damage Pick-Up. Put a collision trigger in it. When it overlaps with your player actor or AI it casts to actor and “InitiatesDoubleDamage” event in the actor. Instead of having a Multiplier I just changed the Current Damage itself. Picture Below. Also I put a picture of common use timers, you may not need them for this purpose but tinker with them, you will use them a lot.


I suggest you try a component based approach.

The pickup can add the damage component to the pawn. In the pawn class when damage is to be applied check for component of class to get if there is any. If there is then get the multiply value and apply to the damage calculation… or have it add/remove a gameplay tag.

This will allow you to have multiple buffs/debuffs and each managing their own lifetime.

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