Advanced MegaHealth is a high-performance, production-ready C++ actor component designed to handle complex health, damage, and status effect logic for any genre—from fast-paced shooters to complex RPGs. Built with performance and scalability in mind, it provides a robust foundation for your character's vitality system.
🛡️ Multi-Layered ProtectionGo beyond simple health bars. This component natively supports:
Health & Armor: Core survivability with customizable multipliers.
Shield System: Separate layer that can absorb damage before health.
Overheal Logic: Reward players with temporary health. Supports both Flat caps and Percentage-based caps (e.g., max overheal is 50% of Max Health).
Fully integrated life-cycle management:
Alive / Downed (Knocked) / Dead: Replicated states out of the box.
Downed Mechanics: Includes configurable bleed-out rates and separate health pools while downed.
Reurrection Logic: Easy-to-use functions to bring actors back into the fight.
Efficient, timer-based system for status effects:
Handles & Tagging: Track and clear specific effects using Gameplay Tags.
Save/Load Ready: The system includes structured data (FMegaHealthSaveData) making it easy to persist active DOTs and health stats across game sessions.
Hybrid Attribute Sources: Switch between Internal Values (simple setup) or External Gameplay Tags. This allows seamless integration with your existing stats plugins (like MegaStats or GAS).
Event-Driven: Extensive use of Dynamic Multicast Delegates. Your UI and game logic can react instantly to health changes, state transitions, or damage events without tick-heavy checks.
100% C++ Optimized: Minimal overhead, perfect for high-actor counts.
Network Replicated: Built for multiplayer from the ground up (Server-authoritative).
Blueprint Friendly: Every function and variable is exposed to Blueprints with clear categories.
Example Content Included: A demo level with UI implementation showing how to display Health, Shields, and active DOTs.