APainCausingVolume

PhysicsVolume: a bounding volume which affects actor physics Each [AActor](API\Runtime\Engine\GameFramework\AActor) is affected at any time by one PhysicsVolume Volume that causes damage over time to any Actor that overlaps its collision.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/PainCausingVolume.h

Include

#include "GameFramework/PainCausingVolume.h"

Syntax

class APainCausingVolume : public APhysicsVolume

Remarks

PhysicsVolume: a bounding volume which affects actor physics Each AActor is affected at any time by one PhysicsVolume Volume that causes damage over time to any Actor that overlaps its collision.

Variables

Name Description

Public variable

uint32 : 1

 

BACKUP_bPainCausing

Checkpointed bPainCausing value

Public variable

uint32 : 1

 

bEntryPain

If bPainCausing, cause pain when something enters the volume in addition to damage each second

Public variable

uint32 : 1

 

bPainCausing

Whether volume currently causes damage.

Public variable

AController ...

 

DamageInstigator

Controller that gets credit for any damage caused by this volume

Public variable

float

 

DamagePerSec

Damage done per second to actors in this volume when bPainCausing=true

Public variable

TSubclassOf < UD ...

 

DamageType

Type of damage done

Public variable

float

 

PainInterval

If pain causing, time between damage applications.

Protected variable

FTimerHandle

 

TimerHandle_PainTimer

Handle for efficient management of OnTimerTick timer

Constructors

Name Description

Public function

APainCausingVolume

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

CausePainTo

(
    AActor * Other
)

Damage overlapping actors if pain causing.

Public function Virtual

void

 

PainTimer()

Damage overlapping actors if pain-causing.

Overridden from APhysicsVolume

Name Description

Public function Virtual

void

 

ActorEnteredVolume

(
    AActor * Other
)

If bEntryPain is true, call CausePainTo() on entering actor.

Overridden from AActor

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

void

 

PostInitializeComponents()

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Public function Virtual

void

 

Reset()

Reset actor to initial state - used when restarting level without reloading.

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