Let’s say I want to add a parameter to a damage, e.g. “ArmorPenetration”. I can inherit from FDamageEvent and put all needed info there. But none of the OnTake???Damage delegates passes FDamageEvent! I can’t use UDamageType either, since the documentation says it should be stateless. I’ll have to write my own component DamageTakerComponent to put it into all actors that should take damage, and create my own logic of damaging. Why didn’t the devs let us pass a reference to (inheritable) damage object through damage delegates? Instead of passing loads of parameters that I may or may not need, like a ShotFromDirection or InstigatedBy?