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