Spawn particle damage before death system

I have a simple death system setup. Your basic int <=0 results in death. But I want to spawn some particles about halfway through the health of the enemy.

At about 50% health, I want my enemy to start smoking, and then 25% health start catching on fire, then 0% is death, or final explosion/destruction.

How do I fit those events into the health system? Can I just make a separate system for each, or can they all be linked together into the same one? Like with a branch or sequence or something?

you just need to check the health amount to see if it meets a threshold each time the character takes damage, then spawn a particle accordingly.

picture one (capture1) below shows the basic logic required for a system like this. basically when the character takes damage the script runs through a series of checks to see if health is below certain points, so if below 80 true then it spawns an emitter then checks if below 50 health, this continues until there is a false. i added in the do once nodes as well so your not spawning the the same emitter multiple times. now thats the logic but the script is bulky and doesnt look good so i made another version which probably isnt perfect but it shows how this procedure can be done in other ways. the second picture shows this method where on damage we compare the health values to a set value and call another event if true, but in this case we use a select to change the camparator value each time the threshold is met. so in this case the damage threshold starts at 50(option 0) so once the health is below 50 the branch is true and we increment the selector value so the next time we receive damage we will compare against pin 1. now the second event here is to spawn the emitters or destroy the actor depending on the threshold met. i used a multigate which works like this, each time the multigate is activated / executed it will activate one of the out pins (these are done in ascending order) so for example the first time its activated it will use pin 0, the next time pin1, etc. then we set which emitter to use then spawn the emitter.

this may seem a bit complex but its actually pretty simple. let me know if you have questions.

Thanks, I tried both ways, and the death function works but no particles are spawning upon taking damage or after death. My projectiles and my enemy are both set to overlap all dynamic. So I need to work that into the blueprint as well, because the ‘event any damage’ doesn’t work. I have to choose actor begin overlap. For some reason none of the other collisions allow me to take any damage at all.

And here is a pic of the projectile’s event graph

243544-event-hit.jpg

I got it working! It was a problem on my end. My delays weren’t long enough for me to see any of my particles. But your method works. Thanks for your help @ThompsonN13