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UE5-Modular-Game-Framework/docs/blueprints/02-player/BPC_HealthSystem.asset.md
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2.9 KiB

BPC_HealthSystem — Asset Implementation

UE5 Asset: /Game/Framework/Player/BPC_HealthSystem Parent Class: ActorComponent Attach To: Player pawn + Enemy pawns


Create This Asset

  1. Content Browser → Content/Framework/Player/
  2. Right-click → Blueprint Class → Parent: ActorComponent
  3. 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

  1. Open player pawn Blueprint
  2. Add Component → BPC_HealthSystem
  3. Optionally adjust MaxHealth, DamageResistance in 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