A clean, standalone, fully replicated damage & health system for Unreal Engine 5.
Drop the component on any Actor/Character and go. Designed for easy extension and multiplayer.
- Current + Max Health (replicated)
- Flexible
FDamageInfostruct (damage type, response, block/parry flags, location, causer, etc.) IDamageableInterfacefor any Actor- Server-authoritative damage and healing
- Revival system (with optional transform + health scalar)
- Rich Blueprint-assignable delegates
- Ready-to-use
DamageableCharacterBaseexample - 100% multiplayer ready
- No dependencies
- Create folder
Plugins/DamageSystemPluginin your project - Copy the plugin files from this repo into it
- Add the
.upluginfile (or just enable the plugin in Editor) - Restart Editor
- Add Damage System Component to your Character/Actor
- Call
InitializeHealth(YourMaxHealth)(in BeginPlay) - Implement
IDamageableInterfaceon your Actor (or inherit fromDamageableCharacterBase) - To deal damage (on server):
- Create an
FDamageInfostruct - Call
IDamageableInterface::Execute_TakeDamage(TargetActor, DamageInfo)
- Create an
- For healing:
IDamageableInterface::Execute_Heal(TargetActor, Amount, Healer) - For revival: Call
Revive()orReviveWithTransform()on the component
- OnDamageTaken → Hit reactions, VFX, sounds
- OnDamageAvoided → Block/parry feedback
- OnHealReceived → Healing particles
- OnHealthChanged → Update health bar
- OnDeath → Ragdoll, death logic
- OnRevive → Respawn VFX / logic
A fully replicated, plug-and-play damage system designed for easy extension.