TakeDamage or ApplyPointDamage?

Any reason to prefer FPointDamageEvent+TakeDamage instead of UGameplayStatics::ApplyPointDamage?

The later is simpler (one function to call), avoids useless events (0 damage), and is safer (ensures DamageType isn’t nullptr for the event handler).

2 Likes

I would say this is a matter of preference.

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