Are there Kill X and Kill Y other than Kill Z?

You’re welcome, I’m sorry I didn’t understand your question,
In a nutshell, no, there are no KillX and KillY, because as you can imagine KillZ is a single value on the Z axis that you are going to reach because of gravity if you fall, and it’s made to kill actors falling out of the world.

You can recreate something similar very easily, but you need C++ (because the “FellOutOfWorld()” function is not blueprintcallable.

Create a C++ class that inherits from PhysicsVolume (Because you need ActorEnteredVolume):

In the .h file create override the “ActorEnteredVolume()” function:

virtual void ActorEnteredVolume(class AActor* Other) override;

In the .cpp file add in the header:

#include "GameFramework/DamageType.h"

And define the function

void AMyPhysicsVolume::ActorEnteredVolume(class AActor* Other)
{
	Super::ActorEnteredVolume(Other);

    const UDamageType* DamageType = GetDefault<UDamageType>();
    Other->FellOutOfWorld(*DamageType);
}

(Obviously, change “AMyPhysicsVolume” to the name of your class)

Now you can place four volumes in the world (resize them to your desired size) and every actor that touches them gets instantly killed as it fell out of the world. (It works, I tested it before posting it :rofl:)

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