Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include |
#include "Kismet/GameplayStatics.h" |
Source |
/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static bool ApplyRadialDamageWithFalloff
(
const UObject * WorldContextObject,
float BaseDamage,
float MinimumDamage,
const FVector & Origin,
float DamageInnerRadius,
float DamageOuterRadius,
float DamageFalloff,
TSubclassOf< class UDamageType > DamageTypeClass,
const TArray< AActor * > & IgnoreActors,
AActor * DamageCauser,
AController * InstigatedByController,
ECollisionChannel DamagePreventionChannel
)
Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
true if damage was applied to at least one actor.
Parameter |
Description |
---|---|
BaseDamage |
The base damage to apply, i.e. the damage at the origin. |
Origin |
Epicenter of the damage area. |
DamageInnerRadius |
Radius of the full damage area, from Origin |
DamageOuterRadius |
Radius of the minimum damage area, from Origin |
DamageFalloff |
Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius |
DamageTypeClass |
Class that describes the damage that was done. |
DamageCauser |
Actor that actually caused the damage (e.g. the grenade that exploded) |
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 |