Description

Different results in //UE4/Release-4.27 CL#18319896

 

On Instance Take Radial Damage will not receive radial damage against Foliage.

Steps to Reproduce
  1. Create a new Third Person template with Starter Content project 
  2. Change to Foliage Mode(Shift+3) > Single
  3. Search the Content Browser for SM_ChamferCube then drag and drop it in the Foliage section and save the FoliageType
  4. Select the new Foliage then set the Collision Presets to Block All Dynamic
  5. Place a group of the Foliage in the level
  6. Change to Select Mode(Shift+1)
  7. With the Foliage selected in the scene Open the Level Blueprint
    1. Create an 'Event Begin Play' node
    2. Create a reference to the selected Foliage in the scene
    3. Off the Reference get a 'Get Component By Class' node
    4. Set the Component Class to 'Foliage Instanced Static Mesh Component'
    5. Off the Return Value create a 'Bind Event to On Instance Take Radial Damage' node and connect the execution pins
    6. From the Event Delegate pin of the 'Bind Event' node create a 'Custom Event' node
    7. Off the Execution pin of the Custom Event create a 'Print String' node
    8. Compile, Save, and Close the Level Blueprint
  8. Open the BP_ThirdPersonCharacter blueprint
    1. Create a 'Keyboard Q' node
    2. Off of it create a 'Apply Radial Damage' node
      1. Set Base Damage to something greater than 0
      2. Create a 'Get Actor Location' node then connect it to the Origin
      3. Set Damage Radius to 1,000.0
      4. Create a 'Self' node then connect it to the Damage Causer
      5. Set Do Full Damage to True
      6. Damage Prevention Channel to Visibility
    3. Compile, Save, and Close the blueprint
  9. Play in Editor
  10. Approach the Foliage group
  11. Press Q

Expected Results:

The Custom Event Bound to Take Radial Damage will fire.

 

Actual Results:
The Event doesn't fire. Binding Point Damage or Any Damage events results in the Event firing.

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Cannot Reproduce
ComponentUE - Gameplay
Affects Versions5.0.2
Target Fix5.1
CreatedJun 28, 2022
ResolvedSep 9, 2022
UpdatedOct 6, 2022
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