Creating a basic health system in Unreal Engine using Blueprints is straightforward. Here’s a quick step-by-step guide:
- Add a Health Variable:
- In your Player Character Blueprint, create a new
float variable called Health.
- Set a default value (e.g.,
100).
- Create a Function to Apply Damage:
- Add a new custom event named
TakeDamage.
- Add an input parameter (float) called
DamageAmount.
- Inside the event graph, subtract
DamageAmount from Health.
- Use a
Clamp node to ensure Health stays between 0 and 100.
- Optionally, check if Health reaches 0 and trigger a
Death event.
- Display Health (Optional):
- Create a UMG Widget to show a health bar.
- Bind the health bar value to the character’s
Health variable.
- Call
TakeDamage Event:
- From other Actors (like enemies or traps), use
Get Player Character and call TakeDamage with the desired damage amount.
Hi Naruto Senki,
That isn’t a specific question, but requires knowledge of Unreal Engine’s basics, UI and programming. I’ve already made this system as a plugin and put it on FAB:
Ferrefy Plugin: Status Effects | Fab
Documentation - Plugin: Status Effects
The documentation gives you an idea of how it’s implemented. You can also buy it to study the blueprints and C++ material in depth. The system is ready to be used in games as well.
The component of my “Status Effects Plugin” can be set up as a health stat, or literally any stat you come up with. “Damage” (aka subtracting X from a stat) is done directly through that component.
A death event can be set up on the actor you attach the component to. The status effect component broadcasts a delegate when a stat reaches 0. Your actor can listen to that event (see the documentation) and process its death event logic when health reaches 0.
The UI is set up as a listener as well, automatically responding to changes on the status effect component.