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Damage Volumes

Damage Volumes - Spawn damage volumes with adaptable collision shapes and deal damage to everything and everyone inside for as long as you need them to suffer!

Damage Volumes

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Damage volumes are volumes with adaptable collision shapes that can be spawned either by being placed manually in the level or through the AnimNotify BP_SpawnDamageVolumeAnimNotify and that damage all overlapping actors each X seconds.
In the anim notify, you can set the lifespan and the damage rate as well as the offset of the damage volume. All damage volumes are children of the BP_RHSDamageVolume class.
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Inside a child of the BP_RHSDamageVolume class, you can modify the VFX, the base damage, the collision channel as well as the collision shape of the damage volume
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Like projectiles, you can set the ShapeType to be a box, a sphere or a capsule and configure its size.
❗ Because the root component of any class inheriting from RHS_AdaptableCollisionActor is changed at runtime, there is something important to keep in mind when adding new scene components to the these classes (static meshes, skeletal meshes, FX, etc..): make sure that Component Replicates is set to True!
Otherwise, you will receive some errors in the output log, especially when playing in multiplayer ❗
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You can also make it so that the damage volume’s size is changed over a certain duration.
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You can do by enabling bChangeScaleOverTime and setting both the ScaleChangeDuration (time in seconds of the scale interpolation) and TargetScale (target scale to interpolate to)

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