UGameplayStatics::ApplyRadialDamageWithFalloff

Hurt locally authoritative actors within the radius.

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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 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
)

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.

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

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