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Creating a Universal Damage System Unreal Engine 5 Tutorial

2.4K views· 112 likes· 82:20· May 14, 2025

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"Creating a Universal Damage System in Unreal Engine 5.4 Tutorial" Welcome to Episode 01 of our Universal Damage System for Unreal Engine 5.4! In our Ultra Modular Inventory and Interaction System we have gotten to the point of using equipment to mine stone and chop down trees. To do this we need a robust universal damage system that can take advantage of damage types, elements, resistances and more. **System is completely stand alone. Takes no prior tutorial series or course. **Check pinned comments for any notes or small fixes This episode, and series in general, is more suitable for intermediate/advanced Unreal Engine users, but I have no doubt a complete beginner can follow along without any problems. If you are having trouble with getting anything to work feel free to join my discord server and I can help there! To download project files and other benefits, check out our patreon! Damage System Overview Presentation: https://whimsical.com/overview-uds-episode01-QPzCTFgauqni5yoePHse7i Ultra Modular Inventory and Interaction System Playlist: https://shorturl.at/6S82X G.A.S-Inspired Gameplay Ability System Playlist: https://www.youtube.com/watch?v=z49Jdl3P_hQ&list=PL0zWv7YMgzd7tJtO0rmX6QEhU4lcwAadp&pp=gAQB Discord: https://discord.gg/kcCcCYa4Cg Patreon: https://www.patreon.com/c/yourcreativekit For business inquiries please contact us at creativekitcontent@gmail.com

About This Video

In Episode 01 of my Universal Damage System series for Unreal Engine 5.4, I’m setting the foundation for a damage framework that’s actually modular and scalable—because “damage” gets complicated fast once you move past subtracting health. In my inventory/interaction system, we’ve hit the point where equipment needs to mine rocks and chop trees, but I don’t want a system that pigeon-holes you into one specific workflow. I want something any actor can access from anywhere: equipment, AI with just a mesh weapon, projectiles, environmental hazards like falling trees—whatever. In this video I walk through the core goals: custom trace shapes using collision volumes (so we’re not dependent on sockets/meshes), separating “can be hit” from “can take damage,” and building damage as data (arrays of mixed damage types like slash + chop). I also lay out how I’m handling damage types (pure, physical with blunt/pierce/slash/chop/mine), elements (kinetic, explosive, fire, shock, ice, poison), resistance categories (immune → very weak), and why I keep game-wide base values in data tables as a single source of truth. Finally, I explain why damage calculation needs to be swappable via objects—sometimes you want a simple calc, and sometimes you need to combine player stats + weapon stats + temporary buffs. This system is standalone, reusable, and designed to migrate into any project without rebuilding it from scratch.

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