[Closed] DestructibleComponent::ApplyDamage & ApplyRadiusDamage not exposed to Rocket Users
Dear Friends at Epic,
I am spawning an apex destructible BP via code this way:
I have tried Various apply damage functions, ApplyRadialDamage and ApplyPointDamage
but I cannot get a spawned apex destructible to be destroyed by C++ code
The only way I know to destroy an apex from c++, and it is quite the hacky mess, is to do the following:
-get a ref to an actual ARadialForce that exists in the level
-move this radial force via C++ to location where I spawn the apex
-fire the radial force by using a BlueprintImplementableFunction, because the ARadialForce functions are not exposed to Rocket users
I also cannot get ApplyRadialForce to work in Blueprints.
So far the only method that works for me in editor or C++ is an ARadialForce actor that has Destructible Damage specifically set.
This is very limiting!
Here are the c++ functions I've tried:
Custom Damage Type
I tried making a custom damage type and setting the appropriate variables that did not work either
Any way you know I can destroy an apex from C++ without moving around an ARadialForce and using a blueprintimplementable function due to Rocket symbol exposure limitations?
The question has been closed May 01 '14 at 08:41 PM by Adam Davis for the following reason:
Problem is outdated
The whole of the UDestructibleComponent class should have been exposed as ENGINE_API in CL 1985070. Hopefully this will fix your problem in future! Sorry for the trouble.
answered Mar 11 '14 at 01:50 AM
ue4-archive ♦♦ STAFF
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