Quick answer: Use UGameplayStatics::ApplyRadialDamageWithFalloff, or compute a falloff multiplier from the target's distance to the blast center yourself.

If standing at the rim of an explosion hurts as much as standing on the bomb, your AoE has no falloff. Distance-based scaling makes positioning matter. Here is how.

How to fix it

1. Use radial damage with falloff

Call UGameplayStatics::ApplyRadialDamageWithFalloff with inner and outer radii and a falloff exponent so damage tapers from the center outward.

2. Or compute falloff manually

For custom logic, take Alpha = 1 - (Distance - InnerRadius) / (OuterRadius - InnerRadius), clamp it to 0..1, and multiply base damage by it.

3. Trace for line of sight

Combine falloff with a visibility trace from the blast center so a target shielded by a wall takes reduced or no blast damage.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.