RealDocs

22 results for "damage" in function

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.

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.

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.

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.