This blueprint component contains numerous variables, most of which should not be changed.
There are a handful that can be changed.
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ℹ️ Editing the BPC_DamageSystem
variables directly on the blueprint will set default values for all actors that have this component attached.
If you wish to setup individual changes, you can do so by going to the actor with this component, clicking on the component and editing the properties within the actor.
The variables detailed below in this document will have a recommendation to edit either on the actor or directly on the component.
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Category: Health
Name: Current HP
Type: Float
Usage: Sets the current HP of the actor
Recommendation: Edit on the actor
Name: Max HP
Type: Float
Usage: Sets the Max HP of the actor
Recommendation: Edit on the actor
Category: Block
Name: Block Chance
Type: Float (0.0 - 1.0)
Usage: Sets the block chance of the actor
Recommendation: Edit on the actor
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ℹ️ Block chance has a float value of 0 - 1. With 0 being 0% chance to block, and 1 being 100% chance to block. Setting to 0.25 = 25% chance to block.
For blocking to work, the attack itself must have the Can Be Blocked
set to true.
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Category: Resistances
Name: Elemental Resistance
Type: Map(Enum -> Float)
Usage: Sets the elemental resistances of the actor
Recommendation: Edit on the actor
<aside> ℹ️ Resistances numbers are multipliers for damage. The default is 1.0, meaning that the damage being calculated will be the damage being applied.
Setting the number to say 0.5, will reduce the incoming damage by 50%. Setting the number to 0.25, reduces it by 75%.
The same works the other way. Setting the value to 2.0 will double the amount of damage coming in.
These are individually set for each element type.
When changing these numbers, if the value is below or above 1.0, the actors’ health bar will add the icon of the element below or above the health bar, depending if it’s resistant or susceptible.
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Category: Audio
Name: Audio Damage Hit
Type: Sound Base
Usage: Sets the audio when damage is applied
Recommendation: Edit on the component directly
Name: Audio Heal
Type: Sound Base
Usage: Sets the audio when healing is applied
Recommendation: Edit on the component directly
Category: Particle Effects