RealDocs

AActor::OnTakeRadialDamage

property Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UPROPERTYBlueprintAssignable

Description

Delegate broadcast when this actor takes radial (area-of-effect) damage, providing the explosion origin and a hit result for the closest impacted primitive. Used for explosion and AoE effects.

Caveats & Gotchas

  • Only fires on the server. Like other damage delegates, client-side effects require separate replication.
  • Radial damage uses a falloff model — the Damage parameter already reflects the falloff-adjusted value at this actor's distance from the origin, not the raw damage passed to ApplyRadialDamage.

Signature

UPROPERTY(BlueprintAssignable, Category="Game|Damage")
FTakeRadialDamageSignature OnTakeRadialDamage

Example

React to explosion damage with knockback C++
OnTakeRadialDamage.AddDynamic(this, &AMyActor::HandleRadialDamage);

void AMyActor::HandleRadialDamage(AActor* DamagedActor, float Damage,
    const UDamageType* DamageType, FVector Origin,
    const FHitResult& HitInfo, AController* InstigatedBy, AActor* DamageCauser)
{
    FVector KnockDir = (GetActorLocation() - Origin).GetSafeNormal();
    // Apply impulse or movement...
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.