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  5. Version 1.22.5

Version 1.22.5

General Updates

  • Over all improved Usability
  • Changed some default values to avoid incorrect use
  • Added a BP_CharacterBase that can be used as a basic character setup with all functionalities
  • Added a TopDown example Map
  • Added a ThirdPerson example
  • Renamed some blueprints for consistency
  • Some blueprints have been reordered
  • Added a C_Inventory_Base and C_Inventory_Example to show how a inventory can be integrated
  • New naming convention for builds 1.22.5 -> Version 1, Engine version 4.22, Build 5

Damage Component Updates

  • Removed the I_Damage interface, it’s no longer needed
  • Added a C_Damage_Extended that integrates inventory values (if no inventory found it behaves like a normal C_Damage)
  • Removed “Set” functions (see C_Damage_Extended for an integration example without Set functions)
  • Added a new float value “DamageValue” that can be used as dynamic BaseDamage for ApplyDamage Events
  • Added Auto Death functionality it will automatically stop regeneration on health and shield when health reaches 0, it will also set isDeath to true and prevent further damage processing

Resource Component

  • RegenerationDelay and Value can not fall lower than 0
  • RegenerationInterval can not fall lower than MinDelayBetweenTicks
  • Added a C_Resource_Extended that integrates inventory values (if no inventory found it behaves like a normal C_Resource)
  • Removed “Set” functions (see C_Resource_Extended for an integration example without Set functions)
  • Added a function to invalidate regeneration (for example on death)

Gameplay Component

  • Removed Custom Float Values (they were to impractical to include with an inventory, I try to put them back in a later update)

Bugfixes

  • Damage component can be used without warnings when no gameplay component is in the same actor

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