UGameplayStatics::ApplyRadialDamage

Hurt locally authoritative actors within the radius.

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MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h

Include

#include "Kismet/GameplayStatics.h"

Source

/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp

Syntax

static bool ApplyRadialDamage
(
    const UObject * WorldContextObject,
    float BaseDamage,
    const FVector & Origin,
    float DamageRadius,
    TSubclassOf< class UDamageType > DamageTypeClass,
    const TArray< AActor * > & IgnoreActors,
    AActor * DamageCauser,
    AController * InstigatedByController,
    bool bDoFullDamage,
    ECollisionChannel DamagePreventionChannel
)

Remarks

Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.

Returns

true if damage was applied to at least one actor.

Parameters

Parameter

Description

BaseDamage

The base damage to apply, i.e. the damage at the origin.

Origin

Epicenter of the damage area.

DamageRadius

Radius of the damage area, from Origin

DamageTypeClass

Class that describes the damage that was done.

DamageCauser

Actor that actually caused the damage (e.g. the grenade that exploded). This actor will not be damaged and it will not block damage.

InstigatedByController

Controller that was responsible for causing this damage (e.g. player who threw the grenade)

bFullDamage

if true, damage not scaled based on distance from Origin

DamagePreventionChannel

Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel

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