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How To Create a Damage System in Unreal Engine 5.4| Episode 03| Series

366 views· 25 likes· 33:55· Jul 10, 2025

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How To Create a Damage System in Unreal Engine 5.4| Episode 03| Series Welcome to Episode 03 of our Universal Damage System series! In this series we show you how to create a damage system in unreal engine 5.4, step by step. In this episode we start coding the logic for our custom damage calculation object classes. We handle the most complex of calculation classes first; taking into account an enemies resistance level and critical hit chance. In this episode we cover physical damage like blunt, slash, pierce, etc. In the next episode we will cover elemental damage like ice, fire, shock, etc. **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! Assets Used Episode 02: Animations: https://bit.ly/4j7DMaP Meshes: https://bit.ly/3YNWaOU To download project files and other benefits, check out our patreon! Damage System Overview Presentation: https://whimsical.com/overview-uds-ep... Ultra Modular Inventory and Interaction System Playlist: https://shorturl.at/6S82X G.A.S-Inspired Gameplay Ability System Playlist: • Creating a Gameplay Ability System Inspire... Discord: / https://discord.gg/kcCcCYa4Cg Patreon: / https://patreon.com/yourcreativekit For business inquiries please contact us at creativekitcontent@gmail.com

About This Video

In Episode 03 of my Universal Damage System series for Unreal Engine 5.4, I start actually coding the logic behind the damage calculation object classes—specifically the physical damage side (blunt, slash, pierce, etc.). The goal here is to take raw incoming damage and run it through resistances and critical hit logic, then return clean outputs that the rest of your game can react to. I’m keeping the system completely stand-alone, so you don’t need any prior series or course to plug this in and follow along. I walk through why I wrap damage calculation inside an object (data-driven flexibility as your game grows), then I build out helper functions like checking whether the target has a resistance to a given damage type and converting a resistance “level” into a multiplier via a data table. I also switch to easier debug numbers (like 100 damage) so you can instantly see whether math is behaving. After that, I implement a single critical roll per damage instance and apply a critical bonus correctly (example: 100 damage with a 0.5 bonus becomes 150 on crit). Finally, I show real debugging—what broke, how I isolated it, and the fix: making sure your data table row names match, and converting the enum to string before using it as a lookup key. Once that’s corrected, the resisted and critical totals print exactly as expected.

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