# Expose Hit Bone Information in Verse damage\_result struct

**URL:** <https://forums.unrealengine.com/t/expose-hit-bone-information-in-verse-damage-result-struct/2526899>\
**Category:** Feedback & Requests\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fortnite\
**Created:** [May 25, 2025, 4:55am UTC](https://forums.unrealengine.com/t/expose-hit-bone-information-in-verse-damage-result-struct/2526899 "2025-05-25T04:55:59Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Enki198619](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Enki198619](https://forums.unrealengine.com/u/Enki198619)\
**Post date:** [May 25, 2025, 4:55am UTC](https://forums.unrealengine.com/t/expose-hit-bone-information-in-verse-damage-result-struct/2526899/1 "2025-05-25T04:55:59Z")

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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:

- [Detect headshots via Verse in UEFN](https://forums.unrealengine.com/t/detect-headshots-via-verse-in-uefn/1674278)
- [Getting the game\_action\_causer from DamagedEvent](https://forums.unrealengine.com/t/getting-the-game-action_causer-from-damagedevent/790207)
- Many creators are blocked from implementing core gameplay features

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!
