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ATDRL_GrenadePersistentActor

Klian edited this page Nov 23, 2023 · 3 revisions

Parent: AActor


World persistent actor, spawned after the explosion (i.e. Fire)

Fire Example (Blueprint)

Blueprint Variables (*except LifeTime)

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Particle Data

Thanks to the Niagara System it is possible to gather many different data about the ongoing simulation, and use them into your blueprint. In this case, it's been used a callback function to expose the position of each individual particle.

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Data is exposed to blueprints by the "Receive Particle Data" event, which will fire accordingly to the value you set for "Delay Between Data Exports" parameter (Niagara System)

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Each data point is analyzed and the actual location is extrapolated (Trace for particle Damage blueprint function).

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Damage

Finally, each position is used to apply a radial damage.

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