5 results for "damage" in property
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.
The controller of the last actor that dealt damage to this pawn.
The perception component that feeds sensory data (sight, hearing, damage) to this controller.