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AActor::FellOutOfWorld

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: virtual

Description

Called when the actor falls below the world's KillZ threshold or exits the hard world bounds. The default implementation destroys the actor.

Caveats & Gotchas

  • The default implementation calls Destroy() immediately. If you override this without calling Super::, you take full responsibility for removing the actor — failing to do so will leave an invisible actor perpetually below the world.
  • The damage type passed in is determined by the WorldSettings KillZDamageType, which defaults to UDamageType. You can change it per-level in WorldSettings to trigger specific death effects.

Signature

virtual void FellOutOfWorld(const class UDamageType& dmgType)

Parameters

Name Type Description Default
dmgType const class UDamageType& The damage type applied when the actor fell out of the world (e.g. kill-Z damage).

Return Type

void

Example

Respawn actor instead of destroying on kill-Z C++
void AMyPawn::FellOutOfWorld(const UDamageType& dmgType)
{
    // Do not call Super — we handle cleanup ourselves
    SetActorLocation(SpawnLocation);
    SetActorEnableCollision(true);
    Health = MaxHealth;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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