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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());

Product Version: UE 4.19
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asked Feb 28 '19 at 02:00 PM in Bug Reports

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Domh Nall
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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.



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answered Feb 28 '19 at 02:48 PM

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NicholasMont ♦♦ STAFF
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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.

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