FPointDamageEvent

Inheritance Hierarchy

FDamageEvent

FPointDamageEvent

Syntax

struct FPointDamageEvent : public FDamageEvent

Remarks

Damage subclass that handles damage with a single impact location and source direction

Variables

Name Description

Public variable

float

 

Damage

Actual damage done

Public variable

FHitResult

 

HitInfo

Describes the trace/location that caused this damage

Public variable

FVector_NetQuan ...

 

ShotDirection

Direction the shot came from. Should be normalized.

Constructors

Name Description

Public function

FPointDamageEvent()

Public function

FPointDamageEvent

(
    float InDamage,
    FHitResult const& InHitInfo,
    FVector const& InShotDirection,
    TSubclassOf < class UDamageType > In...
)

Overridden from FDamageEvent

Name Description

Public function Virtual Const

void

 

GetBestHitInfo

(
    AActor const* HitActor,
    AActor const* HitInstigator,
    FHitResult & OutHitInfo,
    FVector & OutImpulseDir
)

Simple API for common cases where we are happy to assume a single hit is expected, even though damage event may have multiple hits.

Public function Virtual Const

int32

 

GetTypeID()

Public function Virtual Const

bool

 

IsOfType

(
    int32 InID
)

Constants

Name

Description

ClassID

ID for this class. NOTE this must be unique for all damage events.

References

Module

Engine

Header

Runtime/Engine/Classes/Engine/EngineTypes.h