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 |
Usage & Implementation Notes
This class is designed to be extended by specific damage types to provide custom behavior.
The
ProcessRawDamagemethod simply returns the provided damage value, which can be overridden in derived classes for more complex calculations.The
ShouldStopApplyingDamagemethod always returnstrue, indicating that further damage application should be stopped. This can also be overridden in derived classes if different stopping conditions are needed.