
Descripción
CHARACTERVITALS
Complete Vital Signs & Day/Night System for Unreal Engine 5
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CharacterVitals is a production-ready vital signs system that saves you days of boilerplate work.
Drop the component onto any character, configure your stats in a Data Asset, design your HUD, done.
No C++ required for any part of the setup.
This is a major update: cleaner API, ARK-style condition icons, smooth bar animations, HUD show/hide control, dedicated SaveGame, stat lock system, and a complete Day/Night system with sun, moon, sky, fog and post-process, all in one drag-and-drop actor.
──────────────────────────────── WHAT'S NEW IN v5.0 ──────────────────────────────────────
► Cleaner Blueprint API All functions renamed for clarity.
ModifyStat, GetStatValue, DealDamage, Heal, Kill, CanAfford, Spend. Short, obvious, no ambiguity.
50+ functions callable from anywhere.
► HUD Control (7 Functions) ShowHUD, HideHUD, ToggleHUD, IsHUDVisible, GetHUD, RemoveHUD, AddHUD.
Full runtime control. Hide during cutscenes, toggle with a key, access the widget for custom UI integration.
► Smooth Bar Animations Progress bars lerp smoothly to target values instead of jumping.
Colors transition smoothly between states. Configurable speed or disable for instant updates.
► Condition Icons Modular VitalConditionWidget. Design your own condition icon in the UMG editor.
Icons fade in/out smoothly, show icon-only by default, hold a configurable key to reveal names.
► Dedicated SaveGame VitalsSaveGame class with static helpers: LoadOrCreate, SaveToDisk, DoesSaveExist, DeleteSave.
Save and load character stats with two Blueprint nodes.
► Stat Lock / Freeze LockStat prevents all changes until unlocked. Use for invulnerability, cutscenes, ability immunity.
► Quick Queries IsAnyStatCritical, IsAnyStatDepleted, one-call checks instead of looping through all stats in Blueprint.
► Complete Day/Night System VitalDayTimeManager. Drag into level, done. Contains:
• Sun (DirectionalLight, full 360° orbit)
• Moon (DirectionalLight, opposite sun, renders disc or optional Moon-Mesh in sky)
• Optional Moon Mesh (assign your own material/texture)
• SkyAtmosphere (automatic sunrise/sunset colors)
• SkyLight (ambient, adjusts for day/night)
• ExponentialHeightFog (thicker at night)
• PostProcess (exposure control, night color tint) Smooth twilight transitions, no blackout at sunrise/sunset.
Syncs to VitalSignsComponent for stat day/night multipliers. Or build your own system with GetSunRotation, GetSunHeight, OnTimeOfDayChanged delegate.
─────────────────────────────── CORE FEATURES ───────────────────────────────────
► Stat System:
Define any stat. Health, Stamina, Hunger, Thirst, Temperature or custom.
Configure values, rates, colors and icons per stat in the Data Asset. No code required.
► Combat System:
DealDamage with combat interface events. Heal, Kill, CanAfford, Spend for ability costs.
VitalCombatInterface for damage/death events on any Actor.
► Rate Override:
Change a stat's decay or regen rate at runtime with one node.
Sprint → Stamina drains fast.
Stop → Stamina regens. Reset back to defaults with one call.
► Over Time:
Start a regen or decay that stops automatically at a target value.
Eat food → Hunger fills to 80.
Poison → Health drains to 10 and stops. No timers, no extra logic.
► Stat Influences:
Stats that affect other stats when low. Configured in the Data Asset, zero Blueprint nodes needed.
Hunger below 25 drains Stamina. Thirst below 25 slows Health regen.
► Stat Modifiers:
Timed buffs and debuffs on any stat's rates. Poisoned makes Health drain 3x faster for 10 seconds.
Expire automatically. Blueprint events fire on apply and expiry.
► Passive Conditions:
Multi-stat conditions that activate automatically. Exhausted fires when both Hunger AND Thirst drop below 25.
Hypothermic fires when Temperature drops below 35.
Condition icon display with fade in/out and hold-to-inspect.
► Critical Screen Effect:
Optional pulsing screen effect when stats are dangerously low.
Built-in vignette or custom Post Process Material. Tiered severity levels escalating intensity as stats drop.
Independent from CriticalThreshold.
► Day & Night:
Per-stat decay multipliers based on time of day. Temperature drains twice as fast at night.
Auto-cycle or manual control. Complete DayTimeManager actor included.
► Auto-Binding HUD Widget:
Name your Progress Bars PB_Health, PB_Stamina etc.
The widget discovers them and handles everything automatically. Smooth bar animations, color transitions, condition display.
Show/Hide/Toggle at runtime.
► Multiplayer Ready:
Server-authoritative with automatic replication. Works in singleplayer and multiplayer with the same code.
► Save & Load:
VitalsSaveGame with LoadOrCreate, SaveToDisk, DoesSaveExist, DeleteSave. Two nodes to save, two nodes to load.
► Debug Widget:
Real-time overlay showing all stats with values, max, percent, decay/regen rates, active modifiers with duration, active conditions, system info (mode, interval, time of day).
Auto-disabled in Shipping builds.
───────────────────────────────────── TECHNICAL ────────────────────────────────────────
Engine: UE 5.7 (5.6 compatible)
Type: Code Plugin (C++ source included)
Network: Replicated, server-authoritative
Tick: None, timer-based updates only
C++ required: No (full source included for customization)
Platforms: Windows
Source Files: 11