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Damage

The Damage System is designed to provide a solid foundation that can be added upon and adjusted easily. It works closely with the other systems to accurately handle damage being taken, modified, and/or tracked.

You’ll be able to fine tune the system to fit your game’s needs exactly with settings and overrides. Below you’ll see more details of the features of the system, as well as an overview of some of the key functions included. To see this information in engine, right in the blueprint graph of the class listed as “System Location” below. You’ll find everything under the VisBP tab. All settings, events, functions, and macros are detailed with descriptions and comments.

All Systems

  • Replicated
  • Modular
  • Optimized
  • Easy to Customize & Expand
  • Various Functions & Events to assist you during development

This System

  • Allows for damage to be multiplied easily
  • Handles Damage Taken

System Location: HealthAndDamage_C
Attaches To: Character BP

The system provides powerful features that are easy to use. Look through the options available to you and consider how you could use them with your AI. Chances are, you’ll find something that you don’t have to spend time building yourself.

Learn how to modify systems by checking out this page here.

To see this information in engine, right in the blueprint graph of the class listed as “System Location” below. You’ll find everything under the VisBP tab.

Damage Multiplier Setting - Sets the percentage of damage the actor will take. Example: A multiplier of 1 means there is no change to damage, and a multiplier of 2 means double damage. Useful for powerups/curses/armor.

To see this information in engine, right in the blueprint graph of the class listed as “System Location” below. You’ll find everything under the VisBP tab.

Handle Damage Taken Event - Used to safely handle damage being taken by an actor, from another actor, of a specific type and value.

To see this information in engine, right in the blueprint graph of the class listed as “System Location” below. You’ll find everything under the VisBP tab.

Damage Validation Function - Used to safely handle damage being taken by an actor, from another actor, of a specific type and value.

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