Why isnt CanBeDamaged() used in ApplyDamage?

Its used in gameplaystatic: ApplyRadialDamageWithFalloff and the PainCausingVolume but not gameplaystatic: ApplyDamage. No references to it anywhere in AActor::TakeDamage either…

What is up with that ?

Seems kind of silly to check for CanBeDamaged() in my actor’s overridden TakeDamage() calls…

decided to make a new function in blueprint library:

UFUNCTION(BlueprintCallable)
static void ApplyDamageFixed(AActor* DamagedActor, float BaseDamage, AController* EventInstigator, AActor* DamageCauser, TSubclassOf<UDamageType> DamageTypeClass);

---

void UArkFunctionLibrary::ApplyDamageFixed(AActor* DamagedActor, float BaseDamage, AController* EventInstigator, AActor* DamageCauser, TSubclassOf<UDamageType> DamageTypeClass)
{
	if (DamagedActor && DamagedActor->CanBeDamaged())
		UGameplayStatics::ApplyDamage(DamagedActor, BaseDamage, EventInstigator, DamageCauser, DamageTypeClass);
}

…Surely this is an oversight right? Only 2 out of the 4 built in damage functions are obeying CanBeDamaged() !!!

had to come back to this part of game again (damage and combat), and i realized that AActor::TakeDamage handles bCanBeDamaged.
Just make sure to call Super::TakeDamage in any of your overrides…

this is not a bug as originally thought. i will flag so mods can close.