- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems. - Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen. - Implemented HUD controller and interaction prompt display assets with detailed wiring instructions. - Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences. - Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics. - Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components. - Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities. - Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
2.9 KiB
2.9 KiB
BPC_HealthSystem — Asset Implementation
UE5 Asset:
/Game/Framework/Player/BPC_HealthSystemParent Class:ActorComponentAttach To: Player pawn + Enemy pawns
Create This Asset
- Content Browser →
Content/Framework/Player/ - Right-click → Blueprint Class → Parent:
ActorComponent - Name:
BPC_HealthSystem
Variables to Add
| Variable | Type | Default | Category |
|---|---|---|---|
MaxHealth |
Float |
100.0 |
Config |
CurrentHealth |
Float |
100.0 |
State |
bIsDead |
Boolean |
false |
State |
DamageResistance |
Float |
0.0 |
Config |
bCanHeal |
Boolean |
true |
Config |
HealthRegenRate |
Float |
0.0 |
Config |
HealthRegenDelay |
Float |
5.0 |
Config |
LastDamageTime |
Float |
0.0 |
State |
What to Wire
Override: BeginPlay
[Event BeginPlay]
├─ Set CurrentHealth = MaxHealth
└─ Enable Tick (if regen > 0)
Function: ApplyDamage
Input: DamageAmount(Float), DamageCauser(AActor), DamageType(GameplayTag)
[BlueprintCallable]
├─ Branch: bIsDead? → True: Return 0
├─ Calculate: EffectiveDamage = DamageAmount * (1.0 - DamageResistance)
├─ Set CurrentHealth = FMax(CurrentHealth - EffectiveDamage, 0)
├─ Set LastDamageTime = GetGameTimeInSeconds
├─ Call OnHealthChanged(CurrentHealth, MaxHealth, -EffectiveDamage)
├─ Branch: CurrentHealth <= 0?
│ True → Set bIsDead = true → Call OnDeath(DamageCauser)
└─ Return EffectiveDamage
Function: Heal
Input: HealAmount(Float)
[BlueprintCallable]
├─ Branch: bIsDead? → True: Return 0
├─ Branch: Not bCanHeal? → True: Return 0
├─ Calculate: ActualHeal = FMin(HealAmount, MaxHealth - CurrentHealth)
├─ Set CurrentHealth += ActualHeal
├─ Call OnHealthChanged(CurrentHealth, MaxHealth, ActualHeal)
└─ Return ActualHeal
Override: Tick
[Event Tick]
├─ Branch: bIsDead OR HealthRegenRate <= 0 → Return
├─ Branch: (GameTime - LastDamageTime) < HealthRegenDelay → Return
├─ Heal(HealthRegenRate * DeltaSeconds)
Event Dispatchers to Create
| Dispatcher | Parameters |
|---|---|
OnHealthChanged |
Current (Float), Max (Float), Delta (Float) |
OnDeath |
Killer (AActor) |
OnHealed |
Amount (Float), Healer (AActor) |
OnDamageReceived |
Amount (Float), Causer (AActor), Type (GameplayTag) |
Attach to Pawn
- Open player pawn Blueprint
- Add Component → BPC_HealthSystem
- Optionally adjust
MaxHealth,DamageResistancein Details panel
Test It
- PIE: check BeginPlay → CurrentHealth = 100
- Call ApplyDamage(25) → health drops to 75 → OnHealthChanged fires
- Call Heal(10) → health rises to 85 → OnHealed fires
- Call ApplyDamage(100) → death → OnDeath fires → bIsDead = true