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Component pattern: create Actor Component BP for reusable logic

Updated 3mo ago
UE 5.3UE 5.4UE 5.5UE 5.6UE 5.7#component#actor#reusable#pattern#modular#bp

Reference

CREATE: New Blueprint → parent class UActorComponent (or USceneComponent if needs transform). Add variables (Health, MaxHealth). Add EventBeginPlay (available in component). Add custom events/functions (TakeDamage, Heal, OnDeath).

ADD TO ACTOR: In your Actor BP → Add Component → search for your component class. Or: SpawnActorFromClass → GetComponentByClass → CastTo<BP_HealthComponent>.

CROSS-COMMUNICATION: In Component's OnDeath → GetOwner → CastTo<BP_Character> → call OnCharacterDied. Or: Component has Event Dispatcher 'OnDied' → owner binds to it.

BENEFIT: Reuse HealthComponent on Enemy, Player, Vehicle without code duplication.