Apply Radial Damage with Falloff

Apply Radial Damage with Falloff

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 with Falloff
Base Damage
0.0
Minimum Damage
0.0
Origin
X0
Y 0
Z 0
Damage Inner Radius
0.0
Damage Outer Radius
0.0
Damage Falloff
0.0
Damage Type Class
Select Class
Ignore Actors
Damage Causer
Instigated by Controller
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.

Minimum Damage
Float
Origin
Vector (by ref)

Epicenter of the damage area.

Damage Inner Radius
Float

Radius of the full damage area, from Origin

Damage Outer Radius
Float

Radius of the minimum damage area, from Origin

Damage Falloff
Float

Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius

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)

Instigated by Controller
Controller Object Reference

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

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.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss