BP_LPSP_Damageable
Introduction
The Damageable Blueprint (BP_LPSP_Damageable) is an extremely useful actor blueprint for game developers. All damageable objects, such as barrels and targets, share this blueprint as a starting point. The blueprint is equipped with basic damage receiving functionality and the ability to handle all damage using the Health component. The Health component allows the game developer to customize the damage received by the damageable object, providing more control over the game's mechanics.
Another important feature of the Damageable Blueprint is its ground collision detection. This feature allows the blueprint to automatically destroy itself if it falls, which is particularly useful for objects that should not be in the air. By doing so, the blueprint ensures that the game remains realistic and that objects behave in a way that makes sense to the player.
In addition to its basic features, the Damageable Blueprint also adjusts its mesh's pivot to trigger explosions properly.
If you seek to access the BP_LPSP_Damageable, it is conveniently located at the following path: InfimaGames/LowPolyShooterPack/Core/Damageables/BP_LPSP_Damageable.
Editable Variables
Actor Destroy Delay:
Delay after this Damageable has been "killed" when its Actor should be destroyed.
Pivot Offset:
At the start of the game, an offset is applied to the pivot of the Damageable object to ensure that the Damage Prevention Systems in the asset function properly. This offset is negated by adding its inverse to the Actor itself, so no manual adjustment is necessary; it is solely used to change the pivot's location.
Without this offset, some explosions may not properly trigger the Damage Prevention Systems and may hit the ground instead, causing them to not hit the Damageable object.
Ground Checks:
If this is true, the actor will be destroyed when it is not on the ground.
Ground Check Delay:
This is the delay after which the actor is destroyed, as part of the ground collision detection functionality. If the actor is not on the ground, it will be destroyed after this delay.
Ground Check Types:
The "Ground Check Types" property determines which types of actors are considered as "ground" for the Damageable Blueprint. This property is used in the ground collision detection functionality, which automatically destroys the actor if it falls. By specifying the types of actors that count as "ground", you can ensure that the actor is destroyed only when it isn’t standing.
Last updated
Was this helpful?
