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Event used by AActor::TakeDamage and related functions
| Name | FDamageEvent |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/DamageEvents.h |
| Include Path | #include "Engine/DamageEvents.h" |
Syntax
USTRUCT (BlueprintType )
struct FDamageEvent
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDamageEvent () |
Default constructor (no initialization). | Engine/DamageEvents.h | |
FDamageEvent
(
FDamageEvent const& InDamageEvent |
Engine/DamageEvents.h | ||
FDamageEvent
(
TSubclassOf< UDamageType > InDamageTypeClass |
Engine/DamageEvents.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FDamageEvent() |
Engine/DamageEvents.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ClassID | const int32 | ID for this class. NOTE this must be unique for all damage events. | Engine/DamageEvents.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DamageTypeClass | TSubclassOf< UDamageType > | Optional DamageType for this event. | Engine/DamageEvents.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetBestHitInfo
(
AActor const* HitActor, |
This is for compatibility with old-style functions which want a unified set of hit data regardless of type of hit. | Engine/DamageEvents.h | |
virtual int32 GetTypeID() |
Engine/DamageEvents.h | ||
virtual bool IsOfType
(
int32 InID |
Engine/DamageEvents.h |