6 results for "radial"
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.
Delegate broadcast when this actor takes radial (area-of-effect) damage, providing the explosion origin and a hit result for the closest impacted primitive.
Blueprint implementable event called on the server when this actor takes radial (AoE) damage.
Delegate broadcast whenever this actor takes any form of damage (point, radial, or generic).
Hybrid input mode where both game input and UMG widget input are active simultaneously.