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AActor::ReceiveRadialDamage

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 radial (AoE) damage. Provides the explosion origin and hit result so you can compute directional knockback or distance-based reactions.

Caveats & Gotchas

  • Authority-only: this event will not execute on clients. Drive client-visible effects through a replicated property or multicast RPC.
  • DamageReceived is already falloff-adjusted by the time this event fires. You cannot recover the raw base damage from within this event.

Signature

ENGINE_API void ReceiveRadialDamage(float DamageReceived, const class UDamageType* DamageType, FVector Origin, const struct FHitResult& HitInfo, class AController* InstigatedBy, AActor* DamageCauser)

Parameters

Name Type Description Default
DamageReceived float Falloff-adjusted damage amount this actor actually received.
DamageType const UDamageType* Class describing the type of damage.
Origin FVector World-space origin of the radial damage (e.g. explosion center).
HitInfo const FHitResult& Hit result for the closest impacted primitive on this actor.
InstigatedBy AController* Controller responsible for the damage.
DamageCauser AActor* Actor that caused the damage.

Return Type

void

Example

Blueprint: apply knockback direction from explosion origin text
// In Blueprint override of 'RadialDamage' event:
// Compute (ActorLocation - Origin), normalize → LaunchCharacter with that direction scaled by DamageReceived

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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