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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/Runtime/Engine/Kismet/UGameplayStatics
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
UFUNCTION (BlueprintCallable, BlueprintAuthorityOnly, Category="Game|Damage")
static float ApplyPointDamage
(
AActor * DamagedActor,
float BaseDamage,
const FVector & HitFromDirection,
const FHitResult & HitInfo,
AController * EventInstigator,
AActor * DamageCauser,
TSubclassOf < class UDamageType > DamageTypeClass
)
Remarks
Hurts the specified actor with the specified impact. Actual damage the ended up being applied to the actor.
Parameters
| Name | Description |
|---|---|
| DamagedActor | Actor that will be damaged. |
| BaseDamage | The base damage to apply. |
| HitFromDirection | Direction the hit came FROM |
| HitInfo | Collision or trace result that describes the hit |
| EventInstigator | Controller that was responsible for causing this damage (e.g. player who shot the weapon) |
| DamageCauser | Actor that actually caused the damage (e.g. the grenade that exploded) |
| DamageTypeClass | Class that describes the damage that was done. |