unreal.DamageType
¶
- class unreal.DamageType(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
A DamageType is intended to define and describe a particular form of damage and to provide an avenue for customizing responses to damage from various sources.
For example, a game could make a DamageType_Fire set it up to ignite the damaged actor.
DamageTypes are never instanced and should be treated as immutable data holders with static code functionality. They should never be stateful.
C++ Source:
Module: Engine
File: DamageType.h
Editor Properties: (see get_editor_property/set_editor_property)
caused_by_world
(bool): [Read-Write] True if this damagetype is caused by the world (falling off level, into lava, etc).damage_falloff
(float): [Read-Write] Damage fall-off for radius damage (exponent). Default 1.0=linear, 2.0=square of distance, etc.damage_impulse
(float): [Read-Write] The magnitude of impulse to apply to the Actors damaged by this type.destructible_damage_spread_scale
(float): [Read-Write] How much the damage spreads on a destructible meshdestructible_impulse
(float): [Read-Write] How large the impulse should be applied to destructible meshesradial_damage_vel_change
(bool): [Read-Write] When applying radial impulses, whether to treat as impulse or velocity change.scale_momentum_by_mass
(bool): [Read-Write] True to scale imparted momentum by the receiving pawn’s mass for pawns using character movement
- property caused_by_world: bool¶
[Read-Only] True if this damagetype is caused by the world (falling off level, into lava, etc).
- Type:
(bool)
- property damage_falloff: float¶
[Read-Only] Damage fall-off for radius damage (exponent). Default 1.0=linear, 2.0=square of distance, etc.
- Type:
(float)
- property damage_impulse: float¶
[Read-Only] The magnitude of impulse to apply to the Actors damaged by this type.
- Type:
(float)
- property destructible_damage_spread_scale: float¶
[Read-Only] How much the damage spreads on a destructible mesh
- Type:
(float)
- property destructible_impulse: float¶
[Read-Only] How large the impulse should be applied to destructible meshes
- Type:
(float)