ULimenDamageComponent
Overview
ULimenDamageComponent is an actor component that handles the application and processing of damage in the game. It manages active damage instances, applies damage based on parameters and damage types, and broadcasts damage events to other components or actors. This component is designed to be replicated for multiplayer environments.
Properties
Type | Name | Access | Description |
|---|---|---|---|
| OnDamageReceived | BlueprintAssignable | Event triggered when damage is received. |
Functions
Return Type | Signature | Description |
|---|---|---|
|
| Called when the component ends play, cleaning up active damage instances and damage type instances. |
|
| Ticks the component, processing active damage instances and broadcasting damage received events. |
|
| Applies damage to an actor based on the provided parameters and damage type. |
| Sets a function to calculate damage based on parameters and damage types. | |
|
| Sets a function to calculate damage based on parameters and damage types using a lambda or function pointer. |
Usage & Implementation Notes
This component is designed to be replicated for multiplayer environments, ensuring that all relevant damage events are broadcasted across the network.
The
TickComponentfunction processes active damage instances and broadcasts damage received events, only running on the server authority.The
ApplyDamagefunction creates a new instance of the specified damage type and applies it based on the provided parameters.