Damage Interface, Health System - UE4 Advanced Blueprints Tutorial

Опубликовано: 30 Сентябрь 2024
на канале: 3S Game Studio
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In this episode, we will use the true FPS mini-gameplay to showcase how the damage system works.

content:
0:00 intro
1:36 UE4 damage explained
14:19 Health system & death
21:42 Health bar HUD
40:12 SHOWCASE
41:34 Controller instigated any damage
45:46 Combat text
52:28 Closing note and outro

A note on how to use receive damage properly... You either dedicate inside your entire project to one way of doing things or the other:
1. All damage resistance, prediction, critical hits, headshots, etc - are being calculated BEFORE the damage is being applied. To do that your damage receiver must have an interface function collection allowing you to get his armor, resist, and other values relevant to your game. then when you deal final damage - you can use both controller instigated any damage, and received any damage - to display information about the complete damage.
2. You deal pure damage, and any calculation is being done per actor on receive damage. this way multiple actors can use different methods of calculating damage reduction - some could use armor value, while others like defensive barriers could use the physical material to deduct armor reduction. Or some actors would reduce percentage while others raw values. Anyhow - when you finish your calculation to display UI - you must use once again a common blueprint interface - to notify the damage CAUSER what the final value of the damage was, for him to be able to display it.

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