22 results for "damage" in function
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.
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.
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.
Assigns a team ID to this AI controller, implementing the IGenericTeamAgentInterface.
Sets the instigating pawn responsible for spawning or triggering this actor.