At the moment I have the calculation for what the HUD display health should be based on a tick in the UI constantly asking the NPC blueprint what its current and max health is and dividing them, this will probably change to a trigger on taking damage after I have the system working due to the cost of tick.
I might move this calculation over to the NPC blueprint if that’s a better thing to do for cost or simply organisation. At the moment I have no real identifier for the enemy to take damage other than a custom damage volume, but I want this to eventually be caused by either directly being hit by a weapon, or by being the active target of an ability/spell.
I have attached another image of what I might end up doing instead (putting the calculation in the character blueprint and then casting to the UI), then any overlap events will be easier to connect up as its inside the same system. There will be instances of the NPC blueprint with their own health bars.