RealDocs

31 results for "damage"

function
UGameplayStatics::ApplyDamage Engine

Applies point damage to an actor by calling its TakeDamage event.

function
ACharacter::ApplyDamageMomentum Engine

Applies an impulse to the character's movement component based on the incoming damage event.

function
UGameplayStatics::ApplyPointDamage Engine

Deals point damage to a specific actor, including directional hit information.

function
UGameplayStatics::ApplyRadialDamage Engine

Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.

function
UGameplayStatics::ApplyRadialDamageWithFalloff Engine

Applies radial damage with a configurable falloff curve from a full-damage inner radius to a minimum-damage outer radius.

function
AActor::CanBeDamaged Engine

Returns whether this actor can receive damage.

function
AActor::GetCanBeDamagedPropertyName Engine

Returns the FName of the `bCanBeDamaged` UPROPERTY, allowing subsystems to reference the property by name without hard-coding the string.

property
AActor::OnTakeAnyDamage Engine

Delegate broadcast whenever this actor takes any form of damage (point, radial, or generic).

property
AActor::OnTakePointDamage Engine

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.

property
AActor::OnTakeRadialDamage Engine

Delegate broadcast when this actor takes radial (area-of-effect) damage, providing the explosion origin and a hit result for the closest impacted primitive.

function
AActor::ReceiveAnyDamage Engine

Blueprint implementable event called on the server whenever this actor takes any damage.

function
AActor::ReceivePointDamage Engine

Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit.

function
AActor::ReceiveRadialDamage Engine

Blueprint implementable event called on the server when this actor takes radial (AoE) damage.

function
AActor::SetCanBeDamaged Engine

Sets whether this actor can receive damage.

function
APawn::ShouldTakeDamage Engine

Called at the start of TakeDamage to decide whether damage processing should proceed.

function
AActor::TakeDamage Engine

Entry point for applying damage to this actor.

function
APawn::TakeDamage Engine

Processes incoming damage on the pawn.

function
UAbilitySystemComponent::ApplyGameplayEffectToSelf GameplayAbilities

Applies a Gameplay Effect directly to this component's owner.

function
AAIController::GetAIPerceptionComponent AIModule

Returns the UAIPerceptionComponent attached to this controller.

function
AActor::GetInstigator Engine

Returns the pawn responsible for spawning or triggering this actor, or nullptr if none was set.

property
APawn::LastHitBy Engine

The controller of the last actor that dealt damage to this pawn.

function
UKismetMathLibrary::LinearColor_Red Engine

Returns the linear-space red color (1, 0, 0, 1).

function
AActor::OnRep_Instigator Engine

Called on clients when the Instigator property is replicated.

function
APawn::OutsideWorldBounds Engine

Called when the pawn moves outside the world's kill-Z or bounding box.

property
AAIController::PerceptionComponent AIModule

The perception component that feeds sensory data (sight, hearing, damage) to this controller.

function
AAIController::SetGenericTeamId AIModule

Assigns a team ID to this AI controller, implementing the IGenericTeamAgentInterface.

function
AActor::SetInstigator Engine

Sets the instigating pawn responsible for spawning or triggering this actor.

class
UAttributeSet GameplayAbilities

The base class for defining numeric attributes (health, stamina, damage) that GAS effects can read and modify.

class
UCurveFloat Engine

A curve asset that maps time (float) to a float value via keyframed spline data.

class
UGameplayEffect GameplayAbilities

A data-only class that defines how gameplay attributes are modified: damage, healing, buffs, debuffs, and cooldowns.

class
UGameplayStatics Engine

A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.