A survival character with attribute logic: from health, armor, hunger, energy, thirst, oxygen too health states as sick, poisoned, drunk, infected etc. too a temperature system.
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Made by 🎮 Eric from Hyper!
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The survival attribute system:
It includes a fully networked survival attribute with advanced logic. This system is intended for simple survival games. No inventory system is coupled, or included. It manages survival attributes. The product is based of an UE4 character and will not be updated to UE5 techniques. The component can still be used in UE5.
Base player stats:
The character has a health variable. This is the most important one.
The health is affected by damage events.
For instance: Fall, hunger, thirst, no air, etc.
When the health is zero, the charachter will collapse and a die sound is spawned
when the character is very close to dieing, a very low health sound is spawned. In this case a fast heartbeat.
Also a blood splatter screen animation is included. On event damage the blood splatter is activated.
For generic damage events, the armor will decrease first
The character has the option to enable or disable health regeneration.
The amount of regen is determined by the: VariableHealthRegenerationRate
When health is at max, the logic will not be excecated.
Also, when the actor is receiving damage, the health is not regenerated for a couple of seconds
The character has armor.
The armor is substracted on event damage.
However, the armor is not substracted on certain damage types such as:
Out of Air Damage
If the armor is zero, a armor break sound is spawned.
If there is no armor on the char, the UI will adapt
The character has hunger logic.
The hunger decreases over time by a consumption rate variable.
When the hunger is in low range, a stomach growling sound is spawned.
When the hunger is at zero, damage will be applied to the health, not the armor.
The character has thirst logic.
The thirst decreases over time by a consumption rate variable.
When the thirst is in low range, a stomach growling sound is spawned.
When the thirst is at zero, damage will be applied to the health, not the armor.
The character included energy logic.
You can sprint with shift. Sprinting consumes energy.
The sprint speed is lerped to the max speed and also reversed via timeline.
You can jump with spacebar. Jumping consumes energy.
Jumping spawns a jump sound.
When the energy is in low range, you can't jump or sprint.
The char will automatically stop sprinting when is zero.
The energy has a regeneration rate variable.
When the energy is in low range, an out of breath sound is spawned.
The character has an Oxygen variable.
This can be used for: under water, but also for "space survival"
Only when oxygen is consumed the UI will show the oxygen bar based on an animation
The consuming of oxygen is triggered by a variable: Consuming oxygen bool.
When the Air is low, an out of breath sound is spawned (gasping).
When air is regained a regaining sound is spawned
When oxygen is zero, apply damage only to health, not armor.
Generic Penalty system:
This pack includes a generic penalty system. You can easily apply penalties to all stats based on health, temperature or from a pickup e.g.
Health states (Including post process and screen effects):
Based on "external temperature", the temperature state is switched.
Be aware, the character also has a "Chill" temperature.
The chill temperature can differ per character.
This is depended on a chill temp penalty.
The penalty is determined by e.g. clothing, if is wet, or near a fire and warmed.
Each state has a screen animation effect.
This affects the chill temperature of the individual.
Possible to integrate with a weather plugin.
The weather system should include a temperature variable.
To set temperature state in the char: Call the "Set Temperature State based on external temperature" event
In the weather system you want to set temperature depended on season (spring, summer, autumn, winter)
Depended on time of day (Morning, afternoon, evening, night)
And set penalties and misc states based on weather type:
Sprint, Run and Walk:
The best and nothing less. Our core principles keep our assets the top of what’s available.
– Complete and flexible, we include most common use-cases in our products.
– Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.
– Flawless integrations.
– Blueprint only, so we keep it accessible for you and your complete team.
– Extensive documentation, in code and in docs. Not only what happens by also why. We want you be able to learn.
Number of Blueprints:45
Network Replicated: Yes
Windows. It is assumed that it works fine on all platforms.
Support, community & Documentation📁:
Initial Support like bug encounters and online documentations are available after verification[Please note that docs are an optional courtesy and web-based]. Easiest way is to access is Discord, but ofcourse also possible via mail.
The discord is a meeting place with forums setup per asset where other game developers with the same asset can discuss the use and also help each-other out including me (Eric) the developer.
All my blueprints are always heavily commented. Not only the what happens, but I try to explain why it happens.