![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <DamageEvents.h>
Inheritance diagram for FPointDamageEvent:Public Member Functions | |
| FPointDamageEvent () | |
| FPointDamageEvent (float InDamage, const FHitResult &InHitInfo, FVector const &InShotDirection, TSubclassOf< UDamageType > InDamageTypeClass) | |
| virtual int32 | GetTypeID () const override |
| virtual bool | IsOfType (int32 InID) const override |
| virtual ENGINE_API void | GetBestHitInfo (AActor const *HitActor, AActor const *HitInstigator, FHitResult &OutHitInfo, FVector &OutImpulseDir) const override |
Public Member Functions inherited from FDamageEvent | |
| FDamageEvent () | |
| FDamageEvent (FDamageEvent const &InDamageEvent) | |
| virtual | ~FDamageEvent () |
| FDamageEvent (TSubclassOf< UDamageType > InDamageTypeClass) | |
Public Attributes | |
| float | Damage |
| FVector_NetQuantizeNormal | ShotDirection |
| FHitResult | HitInfo |
Public Attributes inherited from FDamageEvent | |
| TSubclassOf< UDamageType > | DamageTypeClass |
Static Public Attributes | |
| static const int32 | ClassID = 1 |
Static Public Attributes inherited from FDamageEvent | |
| static const int32 | ClassID = 0 |
Damage subclass that handles damage with a single impact location and source direction
|
inline |
|
inline |
|
overridevirtual |
Simple API for common cases where we are happy to assume a single hit is expected, even though damage event may have multiple hits.
Reimplemented from FDamageEvent.
Reimplemented from FDamageEvent.
Reimplemented from FDamageEvent.
|
static |
ID for this class. NOTE this must be unique for all damage events.
| float FPointDamageEvent::Damage |
Actual damage done
| FHitResult FPointDamageEvent::HitInfo |
Describes the trace/location that caused this damage
| FVector_NetQuantizeNormal FPointDamageEvent::ShotDirection |
Direction the shot came from. Should be normalized.