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How To Create a Damage System in Unreal Engine 5.4 Series | Episode 04

630 views· 26 likes· 20:07· Jul 16, 2025

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“How To Create a Damage System in Unreal Engine 5.4 Series | Episode 04" Welcome to Episode 04 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 complete our damage calculation class by calculating the elemental damage totals including critical hit bonus and resistances. **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](https://www.youtube.com/redirect?event=video_description&redir_token=QUFFLUhqbEFsYjVWenV2QUotZm1CeHJ5aVBreWgyWTZTd3xBQ3Jtc0tuaUtkRk0wNDN3TElXZXlraGZzLXY5MlJQSzlSZ2pGS0hfRlN1d3F2VGg0TWljOWM3ZlA5MWZBdkJFb1B2Z25OdjM4cFNZbU5tWDQtM3VXLVJNRzgxd3FELW5iZlRCQTBCWHhOQm5hVUhQNVNBZFVfZw&q=https%3A%2F%2Fbit.ly%2F4j7DMaP&v=tNtCJgLG-Pw) Meshes: [https://bit.ly/3YNWaOU](https://www.youtube.com/redirect?event=video_description&redir_token=QUFFLUhqblg5UFBPbVpKMFJrWXExdzBNSnRYaHlOTE1IUXxBQ3Jtc0ttbHJSdmU3enhhZlpfQzR6djg2YVU1eXYxb2EzeDJPejJXQ243ZGM3MGZNalktSEpUMjZHZFJISTkyNU5WdUExTXJNaHU0WnFLWVdTeFNCZHZITUlxUmRIZXJIZFdHR2NfRGM2T3BPQUlwQ0xtam05NA&q=https%3A%2F%2Fbit.ly%2F3YNWaOU&v=tNtCJgLG-Pw) To download project files and other benefits, check out our patreon! Damage System Overview Presentation: [https://whimsical.com/overview-uds-ep..] 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: http://patreon.com/yourcreativekit For business inquiries please contact us at creativekitcontent@gmail.com

About This Video

In Episode 04 of my Universal Damage System series for Unreal Engine 5.4, I finish up the damage calculation class by properly calculating elemental damage totals—while still keeping the system modular and reusable. Up to this point we already had physical damage coming through, plus critical chance and critical bonus working. In this video I focus on the missing piece: elemental damage, and I handle it differently than physical because I don’t want to sum elements into one number—I want to keep each element separate so we can drive different VFX, status effects, and even different colored damage numbers later. I build a couple helper functions in Blueprints: first a “has resistance to damage element” check, then “get final resisted elemental damage” that loops incoming elemental damage and applies resistance multipliers (rounding so we don’t end up with decimal damage). After that, I add “get final critical elemental damage” which runs the critical bonus across every element in the map, per-element, so a crit boosts fire and shock independently. I also add a simple validity check so the component doesn’t try to calculate damage if the calculation class isn’t assigned. At the end, I debug-print the elemental map to confirm crits and resistances are behaving correctly, and I explain why keeping elements separate matters for the next steps (damage numbers, status checks, and eventually migrating this into my inventory/harvesting setup).

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