RealDocs

AActor::ReceivePointDamage

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: protected Specifiers: UFUNCTIONBlueprintImplementableEventBlueprintAuthorityOnly

Description

Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit. Provides full hit geometry data including bone name for per-bone hit reactions.

Caveats & Gotchas

  • Authority-only, same as the other Receive*Damage events. Clients will not fire this event; use replication to drive client-side reactions.
  • BoneName is only populated for skeletal mesh hits. For static mesh or capsule hits it will be NAME_None, so always check before using it as a bone identifier.

Signature

ENGINE_API void ReceivePointDamage(float Damage, const class UDamageType* DamageType, FVector HitLocation, FVector HitNormal, class UPrimitiveComponent* HitComponent, FName BoneName, FVector ShotFromDirection, class AController* InstigatedBy, AActor* DamageCauser, const FHitResult& HitInfo)

Parameters

Name Type Description Default
Damage float Amount of damage applied.
DamageType const UDamageType* Class describing the type of damage.
HitLocation FVector World-space location of the hit.
HitNormal FVector Surface normal at the hit location.
HitComponent UPrimitiveComponent* The specific component that was hit.
BoneName FName Bone name if the hit component is a skeletal mesh, otherwise NAME_None.
ShotFromDirection FVector Direction of the incoming shot.
InstigatedBy AController* Controller responsible for the damage.
DamageCauser AActor* Actor that caused the damage.
HitInfo const FHitResult& Full hit result from the damage trace.

Return Type

void

Example

Blueprint: headshot detection using BoneName text
// In Blueprint override of 'PointDamage' event:
// Branch on BoneName == "head" → multiply Damage by 2 → apply to Health

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.