Complex Damage systems

I am looking to implement a complex damage system in UE5 using blueprints.

Hit points of an actor would be a 10x10 or 20x20 wall of hitpoints.

When an actor takes damage It gets chipped away from this pool depending on the weapon fired at the actor.

Damage chunks are randomly assigned to the “wall.”

Breaching the “wall” would cause an internal hit or kill.

Any help would be appreciated, thanks.

The gameplay ability/attribute system is great for handling health and damage, not sure if it can be applied to components but treating each grid section of a wall with its own attribute system could be something to look into

Is this like an ablative armour system where pieces are progressively damaged and chipped away? Like voxels?


If you need a visual representation of said wall pieces, you could use an Instanced Static Mesh + Custom Primitive Data. Each piece of the wall tracks its own damage, right there on the GPU and can be (re)moved from the pool.

Storing Custom Data in Unreal Engine Materials Per-Primitive | Unreal Engine 5.5 Documentation | Epic Developer Community

Is there documentation for this so i can look at this deeper?
It can be any actor or a pawn.

It is an armor system that pawns and certain structures such as installations would use. Since it needs to serve pawns and static meshes I wanted to put it under the actor system.

Yes it certainly is much like an ablative that would get chipped away or whittled and eventually penetrated or critically damaged instantly penetrated.

Voxels would be an interesting way to track and represent this. I’m not sure how well that would replicate across networks though so I don’t think that’s the correct direction for what I am trying to implement.

Looking over the documentation link you posted, thanks!

You may know more than me on this…can GAS be used in uniform with the fracture feature in unreal?