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PatternGold tierGameplay

Health and damage system with ApplyDamage and EventAnyDamage

Updated 3mo ago8 look-ups
UE 5.4UE 5.7#health#damage#combat

Reference

Dealing damage: Event → ApplyDamage(TargetActor, BaseDamage, InstigatorController, DamageCauser, DamageTypeClass). Receiving: EventAnyDamage → Damage output → Subtract_FloatFloat(CurrentHealth, Damage) → FClamp(Result, 0, MaxHealth) → SET CurrentHealth → Branch(CurrentHealth <= 0) → True: DestroyActor. Initialize CurrentHealth=MaxHealth in BeginPlay.