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