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GoToMarketplace


Features:

  • C++ Plugin containing the DMGHandler Component and a new C++ Character Class with Damage Component native integration
  • Damage System based on Damage, DamageType, BoneName, Actors and Controllers to Ignore and much more!
  • Auto Healing System after getting damage
  • Damage Over Time and Healing Over Time system
  • Landing Damage (fall damage) based on falling velocity
  • OnHit Damage based on Normal Impulse
  • 25x Custom Blueprint Nodes (Custom nodes advices welcome)
  • 7x Custom Blueprint Event Dispatchers (Custom dispatchers advices welcome)
  • Great performance with no Tick involved and Timers Optimization
  • Source Code included and fully commented (really understandable)


This plugin is ready to be used, follow the tutorial video to setup the main nodes and then you can start using it and modify its variables as you want.


Code Modules:

  • DMGHandler


Blueprints: 5 (Example Project)

C++ Classes: 2

Network Replicated: No (but you can replicate events from Blueprint)

DevPlatforms: Windows

Target Build Platforms: Windows, Linux, Mac, Andorid, iOS, Oculus

Languages: English, Italian

Documentation: Coming Soon

Example Project: Coming Soon

Support: Coming Soon

Additional Notes: Please report any bug or suggestion, remember to rate!

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Tested

  • Zombie Pack V1 - Very nice asset pack, you'll need some adjustment but I still recommend it.

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Please let me know if you tested any of the following assets and tell me your experience with them. This would be really useful for other users!




UE4 Marketplace related assets (SKModular), 50% off!

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Tested


Untested

Please let me know if you tested any of the following assets and tell me your experience with them. This would be really useful for other users!

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DMGHandler: Template UE4.21 v1.0 (Plugin Needed)

DMGHandler: Template UE4.21 v1.0 (Plugin Needed)

Trainer

--- You'll need my plugin installed to use this project --- Simple Damage Handler written in C++. This simple component is designed to easily handle many...

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