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Medios 1 para el artículo Character Vitals System

Descripción

CHARACTERVITALS

Complete Vital Signs & Day/Night System for Unreal Engine 5

Documentation

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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

Formatos incluidos