# Radial Damage with Falloff Has Different Damage Reported Based on Where It Hits a Mesh

**URL:** <https://forums.unrealengine.com/t/radial-damage-with-falloff-has-different-damage-reported-based-on-where-it-hits-a-mesh/444309>\
**Category:** Community & Industry Discussion\
**Tags:** radial-damage, damage, unreal-engine, bug-report, question\
**Created:** [February 28, 2019, 2:00pm UTC](https://forums.unrealengine.com/t/radial-damage-with-falloff-has-different-damage-reported-based-on-where-it-hits-a-mesh/444309 "2019-02-28T14:00:00Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_0e722af7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0e722af7](https://forums.unrealengine.com/u/anonymous_user_0e722af7)\
**Post date:** [February 28, 2019, 2:00pm UTC](https://forums.unrealengine.com/t/radial-damage-with-falloff-has-different-damage-reported-based-on-where-it-hits-a-mesh/444309/1 "2019-02-28T14:00:00Z")

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I have a grenade launcher in my game, and the grenade it shoots explodes automatically on contact with an enemy. This grenade does radial damage with falloff. I’ve noticed that when I hit an enemy mesh at its base (i.e. the white sphere you see if you click an enemy in the editor), it does full damage, but when I hit the mesh further away from this point it does less damage.

I understand that this function is meant to lessen damage the further away the explosion is from what it’s damaging, but it seems odd that if I hit a mesh directly in one place it would do less damage than hitting it directly in another place. Is this intentional, a bug, or am I just messing something up with collisions/the radial damage function?

```
void ASLauncherProjectile::Explode()
{
	if (ensure(ExplosionEffect)) {
		UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionEffect, GetActorLocation(), GetActorRotation());
	}

	TArray<AActor*> IgnoreActors;
	UGameplayStatics::ApplyRadialDamageWithFalloff(GetWorld(), 50.f, 10.f, GetActorLocation(), 50.f, 500.f, 1.0f, DamageType, IgnoreActors, this, GetInstigatorController());

	Destroy();
}

```

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**Author:** ![NicholasMont](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NicholasMont](https://forums.unrealengine.com/u/NicholasMont)\
**Post date:** [February 28, 2019, 2:48pm UTC](https://forums.unrealengine.com/t/radial-damage-with-falloff-has-different-damage-reported-based-on-where-it-hits-a-mesh/444309/2 "2019-02-28T14:48:34Z")

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Hello Domnkou,

Please see the following documentation on [UGamePlayStatics::ApplyRadialDamageWithFallOff](https://api.unrealengine.com/INT/API/Runtime/Engine/Kismet/UGameplayStatics/ApplyRadialDamageWithFalloff/index.html) To understand how each parameter has an effect on Damage fall off. It’s possible that the root component of this character is a different component(Ie Capsule Collision) than the mesh, and may be using a different collision channel.

Thanks,

Nicholas

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0e722af7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0e722af7](https://forums.unrealengine.com/u/anonymous_user_0e722af7)\
**Post date:** [February 28, 2019, 5:00pm UTC](https://forums.unrealengine.com/t/radial-damage-with-falloff-has-different-damage-reported-based-on-where-it-hits-a-mesh/444309/3 "2019-02-28T17:00:39Z")

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Hey Nicholas.

The root component is the skeletal mesh itself. And I don’t think it’s an issue with collision channels; the direct hit (and the damage) is always registered, it’s just the amount damage that changes based on how far away the impact is from the base of the mesh.
