Compaent system Health and fire damage

I am trying to learn the blueprint system, but I created a component where is firing off correctly, yet there is no damage deduction. I have tried to fix it, but with no success. Any advice? Posting pictures of it. I really new to blueprint so if i botched it

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Could you explain the big picture? Because this is confusing:

It’s a Take (Receive) Damage function yet it seems not only to Apply Damage instead - but there is also no Damaged Actor specified - double confusion! :innocent: There would be no point in Apply Damage since nowhere in your screenshots can we see the damage receiver:


Component system Health and Fire damage

How is it supposed to work, ideally?

  • player has a health component
  • player steps into fire
  • fire damages the player (over time I presume)
  • player’s health component handles the damage received

Am I close? And one more thing, is this just for Fire Damage or is there going to be more buffs / debuffs / effects? Emotional Damage, for example?

Your correct its Going to have more then just fire damage, i guess i have go create a enum or database for weapons damages and buff, i have a box collision as the damage actor its is triggering everything bit

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But for some odd reason no damage is being subtracted when i walk in the fire the tick is sorta working but i havent put in the end overlap

I just started this as my first component i had a more simpled system on my last project but it crashed and i had to start over again. But it took me 6 hours to think out that logic so i was tired when i posted this, it is going to have more debuffs and buffs attaiched to it the take damage works well the logic if i have shields its takes damage and if i run out of shields it should subtract the remaining damage to health, i placed a box collision and set it damage to 5dps over 5 seconds, it simulates but doesn’t apply the damage or subtract from current health maybe its the clamp float…i assumed that only clamps it so it doesnt go over my max or under 0 idk…ill figure it out eventually i was hoping someone would see my error…ill clean it up and repost if not ill delete it and rewrite it again. It just took 6hrs to write it.

Consider something along the lines of:

  • create a base component where you can script general comms or logic and add children classes that extend or override the behaviour:

  • when something happens in the game, we spawn a component on the player. Let’s say we step into a lava actor:

We spawn the acPE_onFire actor component and grant the ownership (target) to the character that overlapped.

  • how the fire damage is done goes into the component:

  • characters receive Applied Damage and ask their health component to process it:

  • the player’s health component processing it:


A system like this is modular, has low maintenance and can be extended easily (and far!). For example:

You can look up actor components effecting characters and manage them.


This can be made much better if you have 6 spare hours, ofc. Good luck!

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I will try this when i get off work thankyou I should’ve broke my components down like this.