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.
|bCausedByWorld : 1||char||0x28|
|bScaleMomentumByMass : 1||char||0x28|
|bRadialDamageVelChange : 1||char||0x28|
The magnitude of impulse to apply to the Actors damaged by this type.
How large the impulse should be applied to destructible meshes
How much the damage spreads on a destructible mesh
Damage fall-off for radius damage (exponent). Default 1.0=linear, 2.0=square of distance, etc.