A DamageType is intended to define and describe a particular form of damage and to provide an avenue for customizing responses to damage from various sources. For example, a game could make a DamageType_Fire set it up to ignite the damaged actor. DamageTypes are never instanced and should be treated as immutable data holders with static code functionality. They should never be stateful.
Member | Type | Offset | Share |
---|---|---|---|
bCausedByWorld : 1 | char | 0x28 | |
bScaleMomentumByMass : 1 | char | 0x28 | |
bRadialDamageVelChange : 1 | char | 0x28 | |
DamageImpulse
The magnitude of impulse to apply to the Actors damaged by this type. |
float | 0x2c | |
DestructibleImpulse
How large the impulse should be applied to destructible meshes |
float | 0x30 | |
DestructibleDamageSpreadScale
How much the damage spreads on a destructible mesh |
float | 0x34 | |
DamageFalloff
Damage fall-off for radius damage (exponent). Default 1.0=linear, 2.0=square of distance, etc. |
float | 0x38 |