Kill Zone Component
- Base:
- UActorComponent
- Type:
- UNKillZoneComponent
- Header File:
- NexusActorPools/Public/NKillZoneComponent.h
A kill plane implementation built to automatically pool properly configured AActor upon overlap.

info
By default the component will automatically change its collision profile to OverlapAllDynamic.
Component Settings​
| Setting | Type | Description | Default |
|---|---|---|---|
| Ignore Static Actors | bool | Ignore static (Non-movable) actors that trigger an overlap event. | true |
| Non-INActorPoolItem Behavior | ENKillZoneBehavior | What should occur for an AActor that doesn't implement the INActorPoolItem interface and doesn't have an existing FNActorPool. | ApplyFellOutOfWorld |
Behaviors​
| Value | Behavior |
|---|---|
Ignore | Leave the AActor alone — no return, no destroy, no damage. |
ReturnToActorPool | Force the AActor back to its FNActorPool (or destroy it if no pool exists). |
ApplyFellOutOfWorld | Apply the world fall damage type to the AActor, matching engine kill-volume behavior. (default) |
UFunctions​
The methods exposed to Blueprint.
Get Kill Count​
/**
* Gets the internal counter tracking the number of AActors the component has killed.
* @return The kill count.
*/
int32 GetKillCount() const { return KillCount; }
Set Kill Count​
/**
* Sets the internal counter tracking the number of AActors the component has killed.
* @param NewKillCount The new value to use as the kill count.
*/
void SetKillCount(const int32 NewKillCount) { KillCount = NewKillCount; }
Reset Kill Count​
/**
* Resets the internal counter tracking the number of AActors the component has killed to 0.
*/
void ResetKillCount() { KillCount = 0; }