Vai ai contenuti
File multimediali per l'articolo Health System Replicated: 1
0 commenti

Descrizione

Replicated Health Framework provides a modular, server-authoritative health system for Unreal Engine, built for single-player, listen server, and dedicated multiplayer projects.

Manage health, damage, healing, regeneration, death, and revive states with native GameplayTags, automatic Unreal damage integration, efficient replication, and full Blueprint + C++ support.

Resources & Support

  • DISCORD: Get support, share feedback, and follow plugin updates.

  • DOCUMENTATION: Guides for setup, Blueprint usage, C++ integration, and available features.

  • DEMO VIDEO: See Health System Replicated in real Unreal Engine workflows.

Join our Discord for plugin updates, examples, new features, and development news.

Core Features

  • Modular Health Components: Dedicated components for single-player and replicated multiplayer projects.

  • Server-Authoritative Replication: Native Unreal replication with lightweight NetMulticast RPCs for responsive hit reactions.

  • GameplayTag State Tracking: Track states such as DamageTaken, HasDamage, FullHealth, Healing, Regenerating, Dead, and Invulnerable.

  • Efficient Regeneration: Automatic health regeneration with configurable pause-on-damage behavior.

  • Native Damage Integration: Automatically works with Unreal's Point, Radial, and AnyDamage events.

  • Flexible Healing: Support instant health restoration or smooth healing over time.

  • Death & Revive: Built-in damage/healing gating, death handling, revive support, and multicast delegates.

  • Optimized Runtime: Lightweight configuration and efficient memory usage for gameplay systems.

  • Blueprint & C++: Clean Blueprint nodes, validation functions, getters, and native C++ support.

Built For

  • Single-player RPGs and action games

  • Multiplayer shooters and co-op games

  • Survival and dedicated-server projects

  • Bosses and complex combat systems

  • Destructible props and vehicles

  • Health bars and combat HUDs

  • GameplayTag-driven combat systems

  • NPC and AI health management

Blueprint & C++

  • Blueprint: Clean nodes, getters, validation functions, and dynamic multicast delegates.

  • C++: Native health components and APIs for direct gameplay integration.

Technical Requirements

  • Dependencies: Core, CoreUObject, Engine, NetCore, GameplayTags

  • Blueprint: Supported

  • C++: Supported

  • Networking: Single-Player & Multiplayer

  • Replication: Server-authoritative with RPCs & NetMulticast

  • Supported Versions: Unreal Engine 5.3+

  • Platforms: Windows, Mac, Linux, PlayStation, Xbox, iOS, Android

  • Developer: Cyronic Studio.

Formati inclusi