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NAVEGATION
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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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The system automatically adapts its logical behavior based on the actor's context configuration:
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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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Event AnyDamage with layered absorption calculation (Shield > Health).<aside> <img src="/icons/triangle_lightgray.svg" alt="/icons/triangle_lightgray.svg" width="40px" />
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The system manages actor durability using a hierarchical protection layer system:
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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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ENU_Actor_Type to define the entity's physical profile (Character, Vehicle, Turret, Object). This allows the UI system to adapt the type of Health Bar displayed.ENU_Target_Type to define faction affiliation (Ally, Enemy, Neutral). Critical for the system to filter allied damage.<aside> <img src="/icons/triangle_lightgray.svg" alt="/icons/triangle_lightgray.svg" width="40px" />
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The system includes an autonomous Demo AI to validate damage and team mechanics.
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