Damage Indicator System (C++ / Blueprint Friendly)
This Damage Indicator System is designed to clearly and efficiently display the direction from which damage is received in Unreal Engine projects.
The system is built with owning-client safety, low performance overhead, and extensible architecture in mind. It can be safely used in both single-player and multiplayer games.
Lightweight, modular, optimized — perfect for any UE project.
🎮 Example Demo - Try it, before you buy it!
💨 Example Project - It will make the setup feel like a breeze
📚 Documentation - Discover how it functions
💬 Discord - Feel free to drop by and ask questions
This product is a C++ implementation of a damage indicator system.
If you are looking for a Blueprint-only solution, please check our other product.
Perfect for studios and performance-critical projects
Key Features
Directional Damage Indicators Displays the direction of incoming damage based on the attacker’s world position.
Multiplayer Ready (Owning Client Safe) UI events are forwarded only to the owning client, ensuring correct behavior in networked games.
Widget Pooling System Reuses indicator widgets to prevent unnecessary widget creation and avoid runtime performance spikes.
DamageType-Based Customization Easily customize icons, colors (single or random), and sounds per damage type using a dedicated DamageIndicatorType.
Blueprint Friendly Design Core logic runs in C++, while visuals and animations can be fully implemented and customized in Blueprint.
Respawn & Edge-Case Safe Handles respawn scenarios and edge cases gracefully without creating duplicate UI elements or stale state.
Controlled and Limited UI Creation The maximum number of on-screen indicators can be limited to maintain readability and performance.
Easy HUD Integration The system can be easily added to your game’s HUD widget without disrupting your existing UI setup.
Technical Details
Compatible with Unreal Engine 5
C++ based with Blueprint integration
Uses Local Player Subsystem architecture
DamageType-driven data flow
Pool-based UMG widget management
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