How can I apply Radial Damage?

My solution to this is to iterate amongst all actors of a given class then calculate the distance for each actor that matches your criteria and apply damage here.

float ExplosionRadius = 200.0f;
float ExplosionDamage = 25.0f;

for ( TActorIterator<AMyCharacter> aItr(GetWorld()); aItr; ++aItr )
{
	float distance = GetDistanceTo(*aItr);

	if (distance <= ExplosionRadius)
	{
		UGameplayStatics::ApplyDamage(*aItr, ExplosionDamage, 
		GetInstigatorController(), this, UDamageType::StaticClass());
	}
}

Don’t forget to configure your target actor class to take damage as well :slight_smile: