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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ABrush
- AVolume
- APhysicsVolume
- APainCausingVolume
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
Type | Name | Description | |
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uint32: 1 | BACKUP_bPainCausing | Checkpointed bPainCausing value |
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uint32: 1 | bEntryPain | If bPainCausing, cause pain when something enters the volume in addition to damage each second |
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uint32: 1 | bPainCausing | Whether volume currently causes damage. |
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TObjectPtr< class AController > | DamageInstigator | Controller that gets credit for any damage caused by this volume |
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float | DamagePerSec | Damage done per second to actors in this volume when bPainCausing=true |
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TSubclassOf< UDamageType > | DamageType | Type of damage done |
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float | PainInterval | If pain causing, time between damage applications. |
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FTimerHandle | TimerHandle_PainTimer | Handle for efficient management of OnTimerTick timer |
Constructors
Type | Name | Description | |
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APainCausingVolume
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | CausePainTo
(
AActor* Other |
Damage overlapping actors if pain causing. |
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void | PainTimer () |
Damage overlapping actors if pain-causing. |
Overridden from APhysicsVolume
Type | Name | Description | |
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void | ActorEnteredVolume
(
AActor* Other |
If bEntryPain is true, call CausePainTo() on entering actor. |
Overridden from AActor
Type | Name | Description | |
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void | 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. | |
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void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level |
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void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay | |
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void | Reset () |
Reset actor to initial state - used when restarting level without reloading. |