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Character Death System In Endless Runner Unreal Engine 5 (Part 7) | Beginners Friendly

406 views· 14 likes· 10:55· Oct 21, 2025

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In this video, we saw How to make Character Death System Unreal Engine 5 and How to kill the character in game in Unreal Engine. Endless Runner Game. Download Project File: https://www.patreon.com/posts/endless-runner-141282060 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ If this video helped you, please drop a like and subscribe to my YouTube channel: @VercionGames Download My Games From Here: https://play.google.com/store/apps/details?id=com.vercion.Rampit Contact me here: vercionstudio@gmail.com Music Used in the video: Teapot by Lukrembo https://freetouse.com/music Current Subs - 1788 ___________________________________________________________________________ How to make Subway Surfers in Unreal Engine 5. How to make Temple Run in Unreal Engine 5. How to make games in unreal engine 5, How to make a complete game in Unreal Engine 5, ,ue5 first game,ue5 beginner tutorial,ue5 how to make your first game,unreal engine 5 simple beginner tutorial,unreal engine 5 easy first game,unreal engine 5 beginner game,unreal engine 5 how to make a game on unreal engine 5, unreal engine 4,ue4,unreal engine 5 easy game tutorial,ue5 make your first game tutorial, beginner first game in ue5 ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment #subwaysurfers

About This Video

In part 7 of my Unreal Engine 5 endless runner series, I build a proper character death system so the game actually ends when you collide with obstacles. I start inside my Base Obstacle BP by using a Death Box overlap, then I make sure the overlapped actor is the Player Character before triggering death. Instead of casting (which is a bit expensive), I switch the communication to a Blueprint Interface so I can call the Death event anywhere without a hard reference. Inside the character, I implement the death logic: I set the mesh collision profile to Ragdoll at runtime, enable Simulate Physics for that ragdoll effect, then disable Character Movement and player input so the character can’t keep moving after dying. I also show the important setup step—creating and assigning a Physics Asset—otherwise the ragdoll won’t work. After that, I fix a common endless runner issue: the “must roll” obstacle. I add a Must Roll boolean on the obstacle, then I avoid the unreliable Is Rolling boolean by using montage notifies (Roll Start / Roll End) to drive a “rolled enough” boolean. If you’re rolled enough, I temporarily disable obstacle collision so you can pass; if not, you die. Finally, I adjust obstacle collision to overlap cameras to prevent camera clipping during jumps and rolls.

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