/// <summary> /// <para>Apply momentum caused by damage. </para> /// </summary> public override void ApplyDamageMomentum(float DamageTaken, FDamageEvent DamageEvent, APawn PawnInstigator, AActor DamageCauser) { }
public FDamageEvent(FDamageEvent inDamageEvent) : base(E_CreateStruct_FDamageEvent_FDamageEvent(inDamageEvent), false) { }