What's the proper way to use Radial Damage?

It seems the only way I could get the “Apply Radial Damage with Falloff” node to damage the character in the 3rd person game was by adding another capsule component to the character’s components and setting that collision preset to “PhysicsActor.”

Most of the other experimenting with the root capsule had my guy falling through the world.

I know this has something to do with ‘visibility’ and stepping through the code (UGameplayStatics::ApplyRadialDamageWithFalloff) I see the ComponentIsVisibleFrom check fail for the default character components.

Any insights how to properly make the character handle this and more info on “visibility” in the context would be appreciated.

This is a known issue and something that broke fairly recently. :frowning: I’m hoping to get this addressed fairly quickly, but I’m glad you found a workaround in the meantime.

Sorry for the trouble!