# BPC_DeathHandlingSystem — Actor Component (Death Orchestrator) **File:** [`Content/Framework/Save/BPC_DeathHandlingSystem`](Content/Framework/Save/BPC_DeathHandlingSystem.uasset) **Purpose:** The single authority for the player death flow. Determines the death outcome (standard respawn, game over, or alt death space), manages the death animation/camera sequence, coordinates corpse persistence, tracks run history, and triggers respawn. Sits on the Player Controller alongside four sub-systems that each handle one death-related concern. **Depends On:** [`SS_SaveManager`](35_SS_SaveManager.md), [`BP_Checkpoint`](BP_Checkpoint.md), [`BPC_HealthSystem`](../02-player/08_BPC_HealthSystem.md), [`GM_CoreGameMode`](../01-core/05_GM_CoreGameMode.md), [`BPC_AltDeathSpaceSystem`](BPC_AltDeathSpaceSystem.md), [`BPC_PersistentCorpseSystem`](BPC_PersistentCorpseSystem.md), [`BPC_PlayerRespawnSystem`](BPC_PlayerRespawnSystem.md), [`BPC_RunHistoryTracker`](BPC_RunHistoryTracker.md) **Used By:** Player Controller (spawned by `GM_CoreGameMode`) --- ## Enums ```cpp // E_DeathOutcome — Determined by game rules + player state at death moment E_DeathOutcome { StandardRespawn, // Normal death at a checkpoint — full respawn GameOver, // No respawn possible — screen shows game over / main menu AltDeathSpace // Player enters the limbo / between-world death space } // E_DeathAnimationStage — Controls the death anim sequence timeline E_DeathAnimationStage { PreDeath, // Brief pause before death anim (player can see the killer) DeathAnim, // Death animation playing (screen fade, camera pull back) PostDeath, // Screen fully dark, system state being evaluated RespawnTransition // Fade-up to respawn location } ``` --- ## Structs ```cpp // S_DeathContext — Captured at the moment of death for all sub-systems S_DeathContext { DeathLocation: Vector // World location where health hit 0 KillerTag: GameplayTag // What caused the death (DamageType.Tag) bIsInHidingSpot: Bool // Was the player hiding when killed? bWasFearCritical: Bool // Was stress/fear at critical level? DeathTimestamp: FDateTime // UTC timestamp DeathCount: Integer // Running total (from BPC_PlayerMetricsTracker) CurrentCheckpoint: GameplayTag // Most recent checkpoint at death bHasAltDeathSpace: Bool // Can this death use alt death space? } // S_DeathOutcomeRules — Configurable rules for determining death outcome S_DeathOutcomeRules { bEnableAltDeathSpace: Bool // Master toggle for alt death space feature MaxStandardDeaths: Integer // After X standard deaths, force GameOver MaxAltDeathSpaceEntrances: Integer // After Y alt space entrances, force GameOver AltDeathSpaceCheckpoint: GameplayTag // Which checkpoint to respawn to after alt space bGameOverOnBossDeath: Bool // Boss kills always trigger game over bGameOverInNarrativeClimax:Bool // Death at narrative climax = game over } ``` --- ## Core Component Variables (BPC_DeathHandlingSystem) | Name | Type | Description | |------|------|-------------| | `DeathContext` | `S_DeathContext` | Captured at death moment; used by all sub-systems | | `OutcomeRules` | `S_DeathOutcomeRules` | Configurable rules for outcome determination | | `CurrentOutcome` | `E_DeathOutcome` | The determined death outcome | | `AnimStage` | `E_DeathAnimationStage` | Current stage of the death animation sequence | | `bIsDying` | Bool | True from death trigger until full respawn | | `bIsRespawning` | Bool | True during the respawn process | | `ActiveAltDeathSpaceSystem` | BPC_AltDeathSpaceSystem | Reference to sub-system component (must be on same actor) | | `ActiveCorpseSystem` | BPC_PersistentCorpseSystem | Reference to sub-system component | | `ActiveRespawnSystem` | BPC_PlayerRespawnSystem | Reference to sub-system component | | `ActiveRunHistory` | BPC_RunHistoryTracker | Reference to sub-system component | --- ## Core Functions (BPC_DeathHandlingSystem) | Name | Inputs | Outputs | Description | |------|--------|---------|-------------| | `OnPlayerDeath` | KillerTag: GameplayTag, DamageAmount: Float | — | Entry point — called by BPC_HealthSystem when HP reaches 0 | | `DetermineDeathOutcome` | Context: S_DeathContext | E_DeathOutcome | Evaluates rules to decide StandardRespawn / GameOver / AltDeathSpace | | `ExecuteDeathSequence` | Outcome: E_DeathOutcome | — | Drives the full death animation timeline | | `ExecuteStandardRespawn` | Context: S_DeathContext | — | Saves death state, runs respawn via BPC_PlayerRespawnSystem | | `ExecuteGameOver` | Context: S_DeathContext | — | Saves run history, triggers game over UI, disables input | | `ExecuteAltDeathSequence` | Context: S_DeathContext | — | Spawns corpse, enters alt death space via BPC_AltDeathSpaceSystem | | `AbortDeathSequence` | — | — | Cancels death flow (for debug / dev cheats) | --- ## Blueprint Flow Diagram ```mermaid flowchart TD A[BPC_HealthSystem: HP = 0] --> B[Capture S_DeathContext] B --> C[Broadcast OnPlayerDeath] C --> D[BPC_DeathHandlingSystem.OnPlayerDeath] D --> E[DetermineDeathOutcome] E --> F{Outcome?} F -->|StandardRespawn| G[DeathAnimStage = DeathAnim] G --> H[Spawn corpse via BPC_PersistentCorpseSystem] H --> I[SS_SaveManager.SaveDeathState] I --> J[DeathAnimStage = PostDeath] J --> K[Delay RespawnDelay seconds] K --> L[BPC_PlayerRespawnSystem.RespawnPlayer] L --> M[DeathAnimStage = RespawnTransition] M --> N[Fade in at checkpoint location] N --> O[ApplyRespawnState] O --> P[DeathAnimStage = null] P --> Q[Broadcast OnRespawnCompleted] F -->|AltDeathSpace| R[DeathAnimStage = DeathAnim] R --> S[Spawn corpse via BPC_PersistentCorpseSystem] S --> T[SS_SaveManager.SaveDeathState] T --> U[BPC_AltDeathSpaceSystem.EnterAltDeathSpace] U --> V[Set exit portal to current checkpoint] V --> W[DeathAnimStage = null] W --> X[Player wanders alt space] X --> Y{Exit condition met?} Y -->|Optional: find exit portal| Z[BPC_AltDeathSpaceSystem.ExitAltDeathSpace] Y -->|Timer expired| AA[BPC_AltDeathSpaceSystem.ExitAltDeathSpace] Z --> AB[Respawn at exit portal transform] AA --> AB AB --> AC[ApplyRespawnState] AC --> AD[Broadcast OnRespawnCompleted] F -->|GameOver| AE[DeathAnimStage = PostDeath] AE --> AF[BPC_RunHistoryTracker.EndRun] AF --> AG[Disable player input] AG --> AH[Show Game Over screen] AH --> AI[Offer: Load / Main Menu / Quit] ``` --- ## Communication Matrix | Target System | Method | Why | |---------------|--------|-----| | `BPC_HealthSystem` | Dispatcher bind (HP reached 0) | Receives death trigger | | `SS_SaveManager` | Direct call `SaveDeathState` / `LoadDeathState` | Saves/loads death state for continuity | | `BP_Checkpoint` | Direct call `GetRespawnTransform` | Gets respawn location | | `BP_Checkpoint` | Direct call `OnPlayerDeath` / `OnPlayerRespawn` | Notifies checkpoint system of death cycle | | `GM_CoreGameMode` | Dispatcher `OnPlayerDeath` / `OnRespawnCompleted` | Game mode tracks death flow for game phase | | `GS_CoreGameState` | Direct set `CurrentGamePhase` = GameOver | Game state reflects game over condition | | `PC_PlayerController` | SetIgnoreMoveInput / SetIgnoreLookInput | Disable input during death sequence | | `WBP_GameOverScreen` | Dispatcher via GM or direct | Show game over UI | | `WBP_DeathScreen` | Dispatcher `OnPlayerDeath` | Show death animation overlay | | `WBP_RunSummary` | Function `GetRunSummary` | Display death recap on game over | | `BPC_PlayerMetricsTracker` | Read `DeathCount` | Include in death context | | `I_Persistable` corpse actors | Register/unregister with `SS_SaveManager` | Corpse persistence | --- ## Reuse Notes - All five sub-systems (DeathHandling, AltDeathSpace, Corpse, Respawn, RunHistory) sit on the same actor — the Player Controller - The death outcome determination (`S_DeathOutcomeRules`) can be swapped per-level or per-chapter via `DA_LevelConfig` - Corpse persistence across saves requires the corpse actor to implement `I_Persistable` - Alt death space levels are loaded via `UGameplayStatics::LoadStreamLevel` and must be in the persistent level's Streaming Levels list - Run history is session-only and NOT serialised — it resets on game restart - `AbortDeathSequence` is useful for debug cheats: `GodMode` or `RespawnNow` console commands - For multiplayer, the server must be the authority: all death trigger logic should run on the server via `HasAuthority()`