UE4的范围伤害函数为
/** Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
...
* @param DamagePreventionChannel - Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
...
*/
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Game|Damage", meta=(WorldContext="WorldContextObject", AutoCreateRefTerm="IgnoreActors"))
static bool ApplyRadialDamageWithFalloff(const UObject* WorldContextObject, float BaseDamage, float MinimumDamage, const FVector& Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf<class UDamageType> DamageTypeClass, const TArray<AActor*>& IgnoreActors, AActor* DamageCauser = NULL, AController* InstigatedByController = NULL, ECollisionChannel DamagePreventionChannel = ECC_Visibility);
函数参数除伤害值和伤害范围外还有一个