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BlueprintAPI > BlueprintAPI/Game > BlueprintAPI/Game/Damage
Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
Target is Gameplay Statics
Inputs
| Type | Name | Description |
|---|---|---|
| exec | In | |
| real | Base Damage | The base damage to apply, i.e. the damage at the origin. |
| real | Minimum Damage | |
| vector | Origin | Epicenter of the damage area. |
| real | Damage Inner Radius | Radius of the full damage area, from Origin |
| real | Damage Outer Radius | Radius of the minimum damage area, from Origin |
| real | Damage Falloff | Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius |
| class | Damage Type Class | Class that describes the damage that was done. |
| object | Ignore Actors | List of Actors to ignore |
| object | Damage Causer | Actor that actually caused the damage (e.g. the grenade that exploded) |
| object | Instigated by Controller | Controller that was responsible for causing this damage (e.g. player who threw the grenade) |
| enum | Damage Prevention Channel | Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel |
Outputs
| Type | Name | Description |
|---|---|---|
| exec | Out | |
| boolean | Return Value | true if damage was applied to at least one actor. |