31 results for "damage"
Applies point damage to an actor by calling its TakeDamage event.
Applies an impulse to the character's movement component based on the incoming damage event.
Deals point damage to a specific actor, including directional hit information.
Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.
Applies radial damage with a configurable falloff curve from a full-damage inner radius to a minimum-damage outer radius.
Returns whether this actor can receive damage.
Returns the FName of the `bCanBeDamaged` UPROPERTY, allowing subsystems to reference the property by name without hard-coding the string.
Delegate broadcast whenever this actor takes any form of damage (point, radial, or generic).
Delegate broadcast when this actor takes point damage — typically a hit-scan or projectile that supplies a precise impact location, bone name, and shot direction.
Delegate broadcast when this actor takes radial (area-of-effect) damage, providing the explosion origin and a hit result for the closest impacted primitive.
Blueprint implementable event called on the server whenever this actor takes any damage.
Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit.
Blueprint implementable event called on the server when this actor takes radial (AoE) damage.
Sets whether this actor can receive damage.
Called at the start of TakeDamage to decide whether damage processing should proceed.
Entry point for applying damage to this actor.
Processes incoming damage on the pawn.
Applies a Gameplay Effect directly to this component's owner.
Returns the UAIPerceptionComponent attached to this controller.
Returns the pawn responsible for spawning or triggering this actor, or nullptr if none was set.
The controller of the last actor that dealt damage to this pawn.
Returns the linear-space red color (1, 0, 0, 1).
Called on clients when the Instigator property is replicated.
Called when the pawn moves outside the world's kill-Z or bounding box.
The perception component that feeds sensory data (sight, hearing, damage) to this controller.
Assigns a team ID to this AI controller, implementing the IGenericTeamAgentInterface.
Sets the instigating pawn responsible for spawning or triggering this actor.
The base class for defining numeric attributes (health, stamina, damage) that GAS effects can read and modify.
A curve asset that maps time (float) to a float value via keyframed spline data.
A data-only class that defines how gameplay attributes are modified: damage, healing, buffs, debuffs, and cooldowns.
A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.