AActor::OnTakePointDamage
#include "GameFramework/Actor.h"
Access: public
Specifiers: UPROPERTYBlueprintAssignable
Description
Delegate broadcast when this actor takes point damage — typically a hit-scan or projectile that supplies a precise impact location, bone name, and shot direction. Provides richer hit information than OnTakeAnyDamage.
Caveats & Gotchas
- • Only fires on the server. Clients need a separate replication path (e.g. a multicast RPC or a replicated variable) to play hit reactions.
- • Point damage is only generated when callers use UGameplayStatics::ApplyPointDamage. Generic UGameplayStatics::ApplyDamage calls will not broadcast this delegate — they broadcast OnTakeAnyDamage instead.
Signature
UPROPERTY(BlueprintAssignable, Category="Game|Damage")
FTakePointDamageSignature OnTakePointDamage Example
Respond to point damage with bone-specific logic C++
OnTakePointDamage.AddDynamic(this, &AMyCharacter::HandlePointDamage);
void AMyCharacter::HandlePointDamage(AActor* DamagedActor, float Damage,
AController* InstigatedBy, FVector HitLocation, UPrimitiveComponent* FHitComponent,
FName BoneName, FVector ShotFromDirection, const UDamageType* DamageType, AActor* DamageCauser)
{
if (BoneName == FName("head"))
{
// Headshot logic
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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