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LimenDamageType

Overview

ULimenDamageType is an abstract base class that defines the interface for processing raw damage. It includes methods to process damage and determine if further damage application should be stopped. This class can be extended by specific damage types to provide custom behavior.

Properties

Type

Name

Access

Description

float

DamageValue

BlueprintReadOnly

The value of the damage being applied.

TWeakObjectPtr

HitComponent

BlueprintReadOnly

A weak pointer to the component that was hit.

FName

HitBoneName

BlueprintReadOnly

The name of the bone that was hit.

FRotator

DamageDirection

BlueprintReadOnly

The direction from which the damage is being applied, represented as a rotator.

Functions

Return Type

Signature

Description

float

ProcessRawDamage(const float DeltaSeconds, const FDamageParameters& DamageParams)

Processes the raw damage based on the provided parameters and returns the effective damage value.

bool

ShouldStopApplyingDamage() const

Determines if further damage application should be stopped. Returns true to stop applying damage; otherwise, returns false.

Usage & Implementation Notes

  • This class is designed to be extended by specific damage types to provide custom behavior.

  • The ProcessRawDamage method simply returns the provided damage value, which can be overridden in derived classes for more complex calculations.

  • The ShouldStopApplyingDamage method always returns true, indicating that further damage application should be stopped. This can also be overridden in derived classes if different stopping conditions are needed.

22 May 2026