Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
Target is Gameplay Statics
0.0
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Y 0
Z 0
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Select Class
ECC_Visibility
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In
Exec
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Base Damage
Float
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The base damage to apply, i.e. the damage at the origin. |
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Origin
Vector (by ref)
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Epicenter of the damage area. |
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Damage Radius
Float
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Radius of the damage area, from Origin |
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Damage Type Class
Damage Type Class Reference
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Class that describes the damage that was done. |
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Ignore Actors
Array of Actor Object References
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List of Actors to ignore |
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Damage Causer
Actor Object Reference
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Actor that actually caused the damage (e.g. the grenade that exploded). This actor will not be damaged and it will not block damage. |
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Instigated by Controller
Controller Object Reference
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Controller that was responsible for causing this damage (e.g. player who threw the grenade) |
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Do Full Damage
Boolean
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Damage Prevention Channel
ECollisionChannel Enum
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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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Out
Exec
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Return Value
Boolean
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true if damage was applied to at least one actor. |