Expose Hit Bone Information in Verse damage_result struct

Feature Request: Expose Hit Bone Information in Verse damage_result struct

Summary
Currently, the Verse API’s damage_result struct does not expose hit bone information, making it impossible to detect headshots or other location-based damage in UEFN. This is a critical limitation for creators wanting to implement skill-based gameplay mechanics.

Current Problem
When subscribing to a character’s DamagedEvent(), the damage_result struct only provides:

  • Target: damageable - The damaged object
  • Amount: float - Damage amount
  • Instigator: ?game_action_instigator - Who caused the damage
  • Source: ?game_action_causer - What caused the damage (but not accessible as weapon type)

There is no way to determine:

  • Which bone was hit (head, body, limbs)
  • The exact hit location coordinates
  • The weapon type used

Use Cases Blocked

  1. Headshot detection systems for competitive gameplay
  2. Location-based damage (leg shots slow movement, arm shots affect aim)
  3. Weak point systems for boss battles
  4. Skill-based scoring systems
  5. Realistic damage models

Proposed Solution
Add one or more of the following to the damage_result struct:

verse
damage_result := struct:
Target: damageable
Amount: float
Instigator: ?game_action_instigator
Source: ?game_action_causer

# NEW FIELDS:
HitBone: string  # "head", "body", "leftarm", etc.
HitLocation: vector3  # World coordinates of impact
WeaponType: string  # "assault_rifle", "sniper_rifle", etc.
IsCriticalHit: logic  # true if hit a weak point/head

Current Workarounds (All Inadequate)

  1. Damage pattern matching - Fails due to weapon overlap (assault body damage = SMG headshot damage)
  2. Physical detection zones - Impossible with creature spawners
  3. Weapon tracking - No reliable way to know which weapon a player is currently using

Example Code That Should Work
verse
OnDamaged(Args: damage_result): void =
if (Args.HitBone = “head”):
Print(“Headshot detected!”)
AwardBonusPoints(Player, 100)
else if (Args.HitBone = “leg”):
ApplySlowEffect(Target)

Community Impact
This feature has been requested multiple times in the forums:

Priority
HIGH - This is fundamental functionality that exists in regular Unreal Engine but is missing in UEFN. It blocks entire categories of gameplay mechanics that Fortnite players expect.

Additional Notes

  • This data already exists in Fortnite’s engine (kill feed shows headshot icons)
  • The information is available in regular Unreal Engine’s damage events
  • Adding this would enable much more sophisticated gameplay without performance concerns

Please upvote if you need this feature for your islands!