# Is there a way to make the damage radius on Apply Radial Damage visible?

**URL:** <https://forums.unrealengine.com/t/is-there-a-way-to-make-the-damage-radius-on-apply-radial-damage-visible/354551>\
**Category:** Blueprint\
**Tags:** radial-damage, unreal-engine, Blueprint, question\
**Created:** [April 18, 2016, 5:18am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-make-the-damage-radius-on-apply-radial-damage-visible/354551 "2016-04-18T05:18:08Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![SithHunter](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SithHunter](https://forums.unrealengine.com/u/SithHunter)\
**Post date:** [April 18, 2016, 5:18am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-make-the-damage-radius-on-apply-radial-damage-visible/354551/1 "2016-04-18T05:18:08Z")

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I’ve run into an issue with implementing radial damage in my project. I can go back and forth between adding actors and seeing how far it hits but that’s really time consuming and impractical. Is there a way to make the damage radius being applied visible?

I’m also applying an emitter at the epicenter of the damage, so scaling it to match the damage size would also work if someone knows how to do that.

Thanks in advance guys 🙂

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**Author:** ![CriErr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CriErr](https://forums.unrealengine.com/u/CriErr)\
**Post date:** [April 18, 2016, 6:30am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-make-the-damage-radius-on-apply-radial-damage-visible/354551/2 "2016-04-18T06:30:41Z")

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there are “Draw Debug Spehere” as separate node, which you can use.

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**Author:** ![anonymous\_user\_48f2118e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_48f2118e](https://forums.unrealengine.com/u/anonymous_user_48f2118e)\
**Post date:** [April 18, 2016, 4:16pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-make-the-damage-radius-on-apply-radial-damage-visible/354551/3 "2016-04-18T16:16:10Z")

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Scaling an emitter is done like this:

![87328-screen+shot+2016-04-18+at+10.14.27+am.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/2/c/32c72f21c1941150420f4d748e6a28f374ba1c55.png)

I don’t understand the problem you are having with radial damage or what you are trying to accomplish because of the problem. If you could clarify that a bit perhaps I could help with that as well.

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**Author:** ![SithHunter](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SithHunter](https://forums.unrealengine.com/u/SithHunter)\
**Post date:** [April 19, 2016, 2:56am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-make-the-damage-radius-on-apply-radial-damage-visible/354551/4 "2016-04-19T02:56:01Z")

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Thanks for the quick answers guys.

I’m setting up an AoE type of attack and wanted a quick way to see exactly how far the AoE radius extends. In addition to this, I want to scale an emitter to represent the exact damage radius visibly during gameplay. The initial issue of making the damage visible is only for testing purposes.
