Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
Target is Gameplay Statics
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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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Minimum Damage
Float
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Origin
Vector (by ref)
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Epicenter of the damage area. |
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Damage Inner Radius
Float
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Radius of the full damage area, from Origin |
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Damage Outer Radius
Float
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Radius of the minimum damage area, from Origin |
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Damage Falloff
Float
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Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius |
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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) |
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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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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. |