Trying to create a damage multiplier pickup

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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