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Modular Health Component System

A lightweight Blueprint-only health framework for Unreal Engine 5 with damage, healing, death handling, and event dispatchers—built for fast integration and scalable gameplay.

Modular Health Component System Documentation

The Modular Health Component System is a lightweight Blueprint-only health framework for Unreal Engine 5 designed for fast integration and scalable gameplay systems.

The system supports:

  • Damage
  • Healing
  • Health percentage
  • Alive state checks
  • Death handling
  • Event dispatchers
  • Modular integration

Designed for:

  • Horror games
  • Survival games
  • FPS projects
  • AI enemies
  • Indie development
  • Rapid prototyping

Engine Support

  • Unreal Engine 5.7 (supported)
  • Unreal Engine 5.6 is not supported for this product at this time.

Included Files

Core component

  • BPC_Health

Demo content

  • Demo map
  • Demo damage trigger
  • Demo heal trigger
  • Demo actors

Getting Started

Adding the component

Open your actor Blueprint (player, enemy, NPC, boss, or interactable) and add BPC_Health.

The actor now supports:

  • Damage
  • Healing
  • Death events
  • Health tracking

Default variables

Max health

Maximum health value. Example: 100.

Current health

Current active health. Example: 100.

Is dead

Tracks whether the actor is dead. Returns True or False.

Core functions

ApplyHealthDamage

Applies damage to the actor.

Inputs: Damage amount, damage causer, instigator.

Example: ApplyHealthDamage(25).

Heal

Restores health to the actor. Example: Heal(20). Health automatically clamps to max health.

SetHealth

Directly sets the current health value. Example: SetHealth(50).

GetHealthPercent

Returns health percentage for UI, progress bars, AI logic, and gameplay checks. Example return: 0.75.

IsAlive

Checks whether the actor is alive. Returns True or False.

HandleDeath

Runs death logic and triggers death events. Typically used for:

  • Ragdolls
  • Destroy actor
  • Animations
  • Respawning
  • Audio
  • Objective systems

Event dispatchers

The component includes built-in event dispatchers for modular gameplay integration.

On damage taken

Fires whenever the actor receives damage. Useful for:

  • Hit effects
  • Audio
  • Enemy reactions
  • Camera shake
  • UI feedback

On health changed

Fires whenever health changes. Useful for:

  • Health bars
  • UI
  • Objective tracking

On healed

Fires whenever healing is applied. Useful for:

  • Healing effects
  • UI updates
  • Audio

On death

Fires when health reaches zero. Useful for:

  • Death animations
  • AI shutdown
  • Respawn systems
  • Game over logic
  • Objective progression

Example workflows

Damage example

Weapon → ApplyHealthDamage → health reduced → On damage taken.

Healing example

Medkit → Heal → health increased → On healed.

Death example

Health ≤ 0 → HandleDeath → On death.

Demo map notes

Each demo box has its own health component attached directly to it. That means:

  • Damage is isolated per actor
  • Healing is isolated per actor
  • Events are isolated per actor

In a real project, you would typically attach the component to player characters, AI enemies, NPCs, and bosses.

Best paired with:

  • Enemy AI systems
  • Inventory systems
  • Weapon systems
  • Objective systems
  • Save systems
  • Horror frameworks
  • Survival mechanics

Why Asilo?

Asilo modular templates are built as flexible gameplay building blocks for Unreal Engine.

Every system is designed to be:

  • Modular
  • Expandable
  • Beginner friendly
  • Cleanly organized
  • Production ready

Use systems independently or combine them together to rapidly build larger gameplay frameworks across multiple genres.