Radial Damage only affecting directed hit actor

Trying to make some rockets with splash damage using “Apply Radial Damage” but it’s not affecting the actors within an area. The rockets are spawning an explosion on collision and the radial damage is being applied by the explosion, heres the blueprint:

The thing is: if the rocket hits an actor directly, that actor gets the radial damage but the actors close to it don’t. If the rocket explodes on a wall or on the floor, the explosion is spawned but the actors close to it receive no damage.

This seems to be similar to my problem but none of the solutions there worked for me: Applying radial damage - AnswerHub - Unreal Engine Forums

Thanks.

I had same problem with my bullets: only actor that had direct hit recieved damage.
There is a point - direct hit. Any trace from this bullet can be blocked by actor. In documentation there is written about Damage Prevention Channel: “Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel”
So if your actor overlaps or block specified channel and point “lays” on actor’s collider, then this actor will absorb all damage.
Most unclear thing is that if we take e.g. line trace and try to cast line from inside of any primitive then trace will not detect any hit with this primitive… If we trace sphere or capsule then there will be hit actually… Or I had a mistake…

Ok, not sure what I did exactly but after messing with the Damage Prevention Channel it’s working now, actors that are around the actor that got hit are receiving damage, but if the rocket hits the floor or a wall and explodes, the radial damage is not affecting the other actors.

I have no idea of what to do, is there a way to draw the radius or to debug that?

If Damage Prevention Channel will be Camera Blocking then point of collision will not be blocked by actors, because they are not overlapping with camera.
Wall can consume all damage, because if origin of explosion lay on wall itself (point of collision or even inside of wall) then there will be no damage applied to everything around but this wall - there is no way for explosion to propagate, origin already inside collider, especially if in BSP.

Oh, I see now, the explosion was spawning inside the wall so the wall was absorving the damage. Now it’s spawning a little before the wall and it’s working. Thanks :slight_smile: