
Descrizione
The survival system you wish you had yesterday
You start building a survival game.
You “just need health, hunger, and thirst.”
A few hours later:
timers everywhere
UI polling every frame
systems fighting each other
edge cases when the player dies
And you haven’t even started the actual game.
SurvivalNeeds fixes that.
Drop it in. Press Play. It works.
Add the component. Assign a config. Hit Play.
You immediately get:
Health with regeneration and fall damage
Hunger with starvation damage
Thirst with dehydration damage
Events for everything
No setup. No digging. No guessing.
One config. Full control.
Every number lives in one place:
Drain rates
Damage timing
Thresholds
Regen behaviour
Duplicate configs for difficulty levels or characters.
Swap them at runtime. No code changes.
No Tick. No polling. Just events.
Everything is event-driven:
OnHealthChanged → update UI instantly
OnLowHungerEntered → trigger warnings
OnDeath → fire gameplay logic
No wasted performance. No constant checks.
Built to grow with your game
Includes full C++ guides with working tutorial examples for adding in:
Stamina
Oxygen
Built on clean base classes:
Value systems
Draining systems
Add new needs in hours, not days.
What you get
Health system (regen, delay, fall damage, death)
Hunger system (drain + starvation damage)
Thirst system (drain + dehydration damage)
Data-driven config asset
Event-driven architecture
Sample map (press Play, it works)
Full documentation (Blueprint + C++)
Save/load support
Runtime control of all systems









