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.
Recommended usage
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.