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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 |
static bool ApplyRadialDamageWithFalloff
&40;
const UObject &42; WorldContextObject,
float BaseDamage,
float MinimumDamage,
const FVector & Origin,
float DamageInnerRadius,
float DamageOuterRadius,
float DamageFalloff,
TSubclassOf< class UDamageType > DamageTypeClass,
const TArray< AActor &42; > & IgnoreActors,
AActor &42; DamageCauser,
AController &42; InstigatedByController,
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. |
| DamageInnerRadius | Radius of the full damage area, from Origin |
| DamageOuterRadius | Radius of the minimum damage area, from Origin |
| DamageFalloff | Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius |
| 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) |
| 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 |