I thought this could be useful, except that instead of a different starting frame, I wanted to modify the actor's scale depending on the damage amount. However, the functionality seems to go away when creating a new class inheriting from Blood, probably because the inherited class has to be given a different name, which then no longer will trigger the functionality.Blood has special functionality hardcoded into the engine. The blood actor will start at different frames depending on how much damage is done that caused the bleeding.
Is there a clever way to somehow pass the damage value to custom Blood actors?