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