Apply Radial Damage

Apply Radial Damage

Windows
MacOS
Linux

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

Target is Gameplay Statics

Apply Radial Damage
Base Damage
0.0
Origin
X0
Y 0
Z 0
Damage Radius
0.0
Damage Type Class
Select Class
Ignore Actors
Damage Causer
Instigated by Controller
Do Full Damage
Damage Prevention Channel
ECC_Visibility
Return Value

Inputs

In
Exec
Base Damage
Float

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

Origin
Vector (by ref)

Epicenter of the damage area.

Damage Radius
Float

Radius of the damage area, from Origin

Damage Type Class
Damage Type Class Reference

Class that describes the damage that was done.

Ignore Actors
Array of Actor Object References
Damage Causer
Actor Object Reference

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

Instigated by Controller
Controller Object Reference

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

Do Full Damage
Boolean
Damage Prevention Channel
ECollisionChannel Enum

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

Outputs

Out
Exec
Return Value
Boolean

true if damage was applied to at least one actor.

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