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Apply Damage To Interactor

Type: Plugin/Engine only

This full actor example damages whoever interacts with it, using Unreal's standard damage pipeline.

Example

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Data/EDInteractionTypes.h"
#include "MyTrapConsoleActor.generated.h"

class UArrowComponent;
class UEDInteractableComponent;
class USceneComponent;
class UStaticMeshComponent;

UCLASS()
class AMyTrapConsoleActor : public AActor
{
GENERATED_BODY()

public:
AMyTrapConsoleActor();

protected:
virtual void BeginPlay() override;

UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> Root;

UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> ConsoleMesh;

UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> WidgetHolder;

UPROPERTY(VisibleAnywhere)
TObjectPtr<UArrowComponent> CenterArrow;

UPROPERTY(VisibleAnywhere)
TObjectPtr<UEDInteractableComponent> InteractableComponent;

UPROPERTY(EditAnywhere, Category = "Damage")
float DamageToApply = 15.f;

UFUNCTION()
void HandleInteractionSuccessful(const FEDInteractionEventContext& Context);
};
#include "MyTrapConsoleActor.h"

#include "Components/ArrowComponent.h"
#include "Components/EDInteractableComponent.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/Pawn.h"
#include "Kismet/GameplayStatics.h"

AMyTrapConsoleActor::AMyTrapConsoleActor()
{
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
SetRootComponent(Root);

ConsoleMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ConsoleMesh"));
ConsoleMesh->SetupAttachment(Root);
ConsoleMesh->ComponentTags.Add(FName(TEXT("DimensionComponent")));

WidgetHolder = CreateDefaultSubobject<USceneComponent>(TEXT("WidgetHolder"));
WidgetHolder->SetupAttachment(Root);
WidgetHolder->SetRelativeLocation(FVector(0.f, 0.f, 70.f));
WidgetHolder->ComponentTags.Add(FName(TEXT("WidgetHolderComponent")));

CenterArrow = CreateDefaultSubobject<UArrowComponent>(TEXT("CenterArrow"));
CenterArrow->SetupAttachment(ConsoleMesh);
CenterArrow->ComponentTags.Add(FName(TEXT("CenterComponent")));

InteractableComponent = CreateDefaultSubobject<UEDInteractableComponent>(TEXT("InteractableComponent"));
}

void AMyTrapConsoleActor::BeginPlay()
{
Super::BeginPlay();
InteractableComponent->OnInteractionSuccessful.AddDynamic(this, &AMyTrapConsoleActor::HandleInteractionSuccessful);
}

void AMyTrapConsoleActor::HandleInteractionSuccessful(const FEDInteractionEventContext& Context)
{
APawn* InstigatorPawn = Context.Instigator ? Context.Instigator->GetPawn() : nullptr;
if (!InstigatorPawn)
{
return;
}

UGameplayStatics::ApplyDamage(InstigatorPawn, DamageToApply, Context.Instigator, this, UDamageType::StaticClass());
}

Why this is a good pattern

  • It works with Unreal's standard health/damage systems.
  • It composes cleanly with effects, UI, and cooldowns.