How can I implement a simple health system for a player character using Blueprints in Unreal Engine?

Creating a basic health system in Unreal Engine using Blueprints is straightforward. Here’s a quick step-by-step guide:

  1. Add a Health Variable:
  • In your Player Character Blueprint, create a new float variable called Health.
  • Set a default value (e.g., 100).
  1. 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.
  1. Display Health (Optional):
  • Create a UMG Widget to show a health bar.
  • Bind the health bar value to the character’s Health variable.
  1. 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.