Apply Radial Damage only damaging one actor?

(Round 3 because internal errors on posting)

I have here a projectile with two collision components. The first the projectile’s geometric collision volume and the other being the AoE this projectile has on impact. When the first collision component generates a hit event, the other collision sphere expends from 1 to R then gets all overlapped objects.

In my case, the AoE effect returns all actors overlapped and applies damage to each one. What’s actually happening is its only applying damage the last actor in the array N number of times there are elements in the array.

World Context Object is the object that damage is applied to, right?

Cannon Projectile

Basic Test Dummy

Hi GhoastRavenstorm,

I tested a simiar setup and it is working on my end. I think the issue is you are getting the overlapped actors and then looping through them to do radial damage. But the ApplyRadialDamageWithFalloff does this for you. Here is the setup that is working for me.

126587-radialdamage02.png

Let me know if this helps.

Cheers,

TJ

Okay, so the method does a radial overlap already. That makes sense why Inner and Outer Radius are arguments, but what is the purpose of World Context Object when the radial origin is already known? That one argument confused me a lot and made me think it was the singular actor being damaged so I did my own iteration.