AActor::OnTakeRadialDamage
#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...
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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