Handling Damage
The plugin has a built in solution for taking damage, completely integrated with Unreal`s built in damage system.
1 - Damageable Stats
For the plugin to recognize which stats should be affected by damage, add the corresponding stat tags to the Damageable Stats
array.

The component automatically handles incoming damage for its owning actor. Damage is applied sequentially based on the order of tags in your Damageable Stats
array. For example, if you list Shield first and then Health, and you take 100 damage while you have 60 shield, the first 60 points will deplete your shield and the remaining 40 will be applied to your health.
After damage is applied, the component’s OnTakeDamage
event is triggered—use this to run any post‑damage logic (e.g., blood‑screen effects). Be sure to bind to the component’s event, not the actor’s, or the Damageable Stats
array may not be updated yet when it fires. Note that OnTakeDamage
always runs on the local client.
Last updated