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Unreal Engine C++ API Reference > 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 |
static bool ApplyRadialDamage
&40;
const UObject &42; WorldContextObject,
float BaseDamage,
const FVector & Origin,
float DamageRadius,
TSubclassOf< class UDamageType > DamageTypeClass,
const TArray< AActor &42; > & IgnoreActors,
AActor &42; DamageCauser,
AController &42; InstigatedByController,
bool bDoFullDamage,
ECollisionChannel DamagePreventionChannel
&41;
Remarks
Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel. true if damage was applied to at least one actor.
Parameters
Name | Description |
---|---|
BaseDamage | The base damage to apply, i.e. the damage at the origin. |
Origin | Epicenter of the damage area. |
DamageRadius | Radius of the damage area, from Origin |
DamageTypeClass | Class that describes the damage that was done. |
IgnoreActors | List of Actors to ignore |
DamageCauser | Actor that actually caused the damage (e.g. the grenade that exploded). This actor will not be damaged and it will not block damage. |
InstigatedByController | Controller that was responsible for causing this damage (e.g. player who threw the grenade) |
bFullDamage | if true, damage not scaled based on distance from Origin |
DamagePreventionChannel | Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel |