Classes

UDamageType

UObject

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