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?
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.
answered Feb 28 '19 at 02:48 PM
NicholasMont ♦♦ STAFF
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