6 results for "hit" in property
The controller of the last actor that dealt damage to this pawn.
Multicast delegate fired when this actor hits (or is hit by) a solid blocking surface.
Delegate fired when this component physically hits another.
Multicast delegate broadcast when the character lands after being in the Falling movement mode.
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.