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Introduction and Architecture

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The Multiplayer Health System (MHS) is a modular framework developed under a Component Architecture to manage survival attributes, damage processing, and replication states in Unreal Engine 5.

Its design prioritizes Total Decoupling: the system has no direct dependencies on base classes like Character or Pawn, allowing for universal integration into any actor requiring destruction logic.


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1. Implementation Versatility

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The system automatically adapts its logical behavior based on the actor's context configuration:

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2. The Core: BPC_Health_System

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All functional logic is encapsulated within the Actor Component 🟦 BPC_Health_System. Integration is "Plug-and-Play"; by adding this component, the actor acquires:

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3. Survival Logic (Absorption)

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The system manages actor durability using a hierarchical protection layer system:

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  1. Shield Priority (Shield Gating): The shield acts as an absolute barrier. It absorbs 100% of incoming damage before Health is affected.
  2. Damage Overflow: If the received damage exceeds the current shield amount, the system breaks the shield and mathematically applies the remaining damage (Overflow) to the Health bar in the same frame. </aside>

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4. Identity & Teams (BPI_Target)

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To manage entity identification and validate Friendly Fire without expensive casting, the system uses the interface 🟨 BPI_Target:

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5. Testing Environment (Basic AI)

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The system includes an autonomous Demo AI to validate damage and team mechanics.

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PROJECT REQUIREMENTS

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