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Damage subclass that handles damage with a single impact location and source direction
| Name | FPointDamageEvent |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/DamageEvents.h |
| Include Path | #include "Engine/DamageEvents.h" |
Syntax
USTRUCT ()
struct FPointDamageEvent : public FDamageEvent
Inheritance Hierarchy
- FDamageEvent → FPointDamageEvent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Engine/DamageEvents.h | |||
FPointDamageEvent
(
float InDamage, |
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 |
|---|---|---|---|---|
| Damage | float | Actual damage done | Engine/DamageEvents.h | |
| HitInfo | FHitResult | Describes the trace/location that caused this damage | Engine/DamageEvents.h | |
| ShotDirection | FVector_NetQuantizeNormal | Direction the shot came from. Should be normalized. | Engine/DamageEvents.h |
Functions
Public
Overridden from FDamageEvent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetBestHitInfo
(
AActor const* HitActor, |
Simple API for common cases where we are happy to assume a single hit is expected, even though damage event may have multiple hits. | Engine/DamageEvents.h | |
virtual int32 GetTypeID() |
Engine/DamageEvents.h | ||
virtual bool IsOfType
(
int32 InID |
Engine/DamageEvents.h |