The Detailed Damage System (DDS) is exactly what it says on the tin… a damage system with some additional bells and whistles.
This system is designed from the ground up to be incredibly easy to use, scalable and versatile enough to support different single player projects.
When you go to places like Youtube and look for damage system tutorials, they are mostly all the same thing, and they mostly all share the same issue - they use casting.
DDS does not use casting at all. Everything is handled through interfaces and components. Validation is automatic, anything that is damageable that you apply damage to will automatically take damage. There is no more need for casting… no more need for actor specific functions. Everything is shared across actors, with the ability to easily select what can and cannot receive certain damage types.
Out of the box, DDS has the following features:
As you can see, the list of features are extensive. And best of all, every single one of them is highly configurable, giving you fine-grained control over what you want to do with your damage.