class GrapplerProjectile extends Gameplay.GrapplerProjectile; var float Health; function PostTakeDamage(float Damage, Engine.Pawn EventInstigator, vector HitLocation, vector Momentum, class DamageType, optional float projectileFactor) { Health -= Damage; if(Health <= 0) Destroy(); Super.PostTakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, projectileFactor); } simulated function simulatedAttach(Actor Other, vector TouchLocation) { Super.simulatedAttach(Other, TouchLocation); SetCollision(True, True, True); } defaultproperties { bCanBeDamaged = True //bWorldGeometry = true Health = 25 }