Apply Damage
This Task does damage calculation using the Ability's CalculateDamageForActor Blueprint method and applies that damage via Unreal's Apply Damage method.
Damage
Damage Amount
The base damage this Task will apply. If there is no override setup for CalculateDamageForActor in the Ability Blueprint, then this is the final amount of damage.
Damage Source
Which Context Target Type to use as the Damage Source.
Damage Targets
The Context Target Types to apply the damage to.
Event Name
An optional identifier to use when
Use Async Calculate
If true, the system will distribute all the CalculateDamageForActor calls across the Task Graph - allowing for multiple cores to pick up some of the work.
Realm
Realm
Which Realm (Client/Server) to run this Task on. Note: Server Realm still executes on the Local Player Controlled Client for simulation purposes. Ignored in non-networked games.
Timing
Start Time
When to begin this Task.
End Time
This task is always 1 frame.
Return Type | Name | Parameters | Description |
|---|---|---|---|
Float | CalculateDamageForActor |
| If your game needs to do things like check resistances, skills, or any other types of combat math - this is where you would do it. NOTE: If you are using Async Calculate - be sure your blueprint scripting logic is thread safe. |
Release Notes / Revision History
1.0