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Damage System Plugin

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.

Features

  • Current + Max Health (replicated)
  • Flexible FDamageInfo struct (damage type, response, block/parry flags, location, causer, etc.)
  • IDamageableInterface for any Actor
  • Server-authoritative damage and healing
  • Revival system (with optional transform + health scalar)
  • Rich Blueprint-assignable delegates
  • Ready-to-use DamageableCharacterBase example
  • 100% multiplayer ready
  • No dependencies

Installation

  1. Create folder Plugins/DamageSystemPlugin in your project
  2. Copy the plugin files from this repo into it
  3. Add the .uplugin file (or just enable the plugin in Editor)
  4. Restart Editor

Quick Start

  1. Add Damage System Component to your Character/Actor
  2. Call InitializeHealth(YourMaxHealth) (in BeginPlay)
  3. Implement IDamageableInterface on your Actor (or inherit from DamageableCharacterBase)
  4. To deal damage (on server):
    • Create an FDamageInfo struct
    • Call IDamageableInterface::Execute_TakeDamage(TargetActor, DamageInfo)
  5. For healing: IDamageableInterface::Execute_Heal(TargetActor, Amount, Healer)
  6. For revival: Call Revive() or ReviveWithTransform() on the component

Delegates (bind in Character or Widget)

  • OnDamageTaken → Hit reactions, VFX, sounds
  • OnDamageAvoided → Block/parry feedback
  • OnHealReceived → Healing particles
  • OnHealthChanged → Update health bar
  • OnDeath → Ragdoll, death logic
  • OnRevive → Respawn VFX / logic

About

A fully replicated, plug-and-play damage system designed for easy extension.

About

A clean, standalone, fully replicated damage & health system for Unreal Engine 5.

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