x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Radial Damage with Falloff Has Different Damage Reported Based on Where It Hits a Mesh

I have a grenade launcher in my game, and the grenade it shoots explodes automatically on contact with an enemy. This grenade does radial damage with falloff. I've noticed that when I hit an enemy mesh at its base (i.e. the white sphere you see if you click an enemy in the editor), it does full damage, but when I hit the mesh further away from this point it does less damage.

I understand that this function is meant to lessen damage the further away the explosion is from what it's damaging, but it seems odd that if I hit a mesh directly in one place it would do less damage than hitting it directly in another place. Is this intentional, a bug, or am I just messing something up with collisions/the radial damage function?

 void ASLauncherProjectile::Explode()
 {
     if (ensure(ExplosionEffect)) {
         UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionEffect, GetActorLocation(), GetActorRotation());
     }
 
     TArray<AActor*> IgnoreActors;
     UGameplayStatics::ApplyRadialDamageWithFalloff(GetWorld(), 50.f, 10.f, GetActorLocation(), 50.f, 500.f, 1.0f, DamageType, IgnoreActors, this, GetInstigatorController());
 
     Destroy();
 }

Product Version: UE 4.19
Tags:
more ▼

asked Feb 28 '19 at 02:00 PM in Bug Reports

avatar image

Domh Nall
1 1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hello Domnkou,

Please see the following documentation on UGamePlayStatics::ApplyRadialDamageWithFallOff To understand how each parameter has an effect on Damage fall off. It's possible that the root component of this character is a different component(Ie Capsule Collision) than the mesh, and may be using a different collision channel.

Thanks,

Nicholas

more ▼

answered Feb 28 '19 at 02:48 PM

avatar image

NicholasMont ♦♦ STAFF
592 3 4 7

avatar image Domh Nall Feb 28 '19 at 05:00 PM

Hey Nicholas.

The root component is the skeletal mesh itself. And I don't think it's an issue with collision channels; the direct hit (and the damage) is always registered, it's just the amount damage that changes based on how far away the impact is from the base of the mesh.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question