Question on GamplayStatics::ApplyRadialDamageWithFalloff

What’s the point of the IF statement? The Hitlist never gets used, correct?

Starting at line 300 in GameplayStatics.cpp.

			FHitResult Hit;
			if (DamagePreventionChannel == ECC_MAX || ComponentIsDamageableFrom(Overlap.Component.Get(), Origin, DamageCauser, IgnoreActors, DamagePreventionChannel, Hit))
			{
				TArray<FHitResult>& HitList = OverlapComponentMap.FindOrAdd(OverlapActor);
				HitList.Add(Hit);
			}

Sigh. Never mind.

It’s getting the address to that portion of the TMap and adding the information.