Damage

Why do we need to bind events? Won’t it be called on its own why apply damage is called from player and then it’s called

The example used is a little weird because AnyDamage is an event you can override that’s contained in the Actor class. But this lecture is meant to talk about and showcase Event Delegates and how they are used.

Calling ApplyDamage allows us to tell the target Actor (in this case, the player) that there’s incoming damage. However, we have to actually dictate how that damage is processed in the target Actor.

Does the target have a health pool? Does any damage they take destroy them? Is there Armor to consider? Those sorts of things.

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