Preview Video/Trailer
Documentation and Feature Overview Video
Update for UE5
After initial testing I have marked HealthKit as compatible with UE5 as it appears that all its functions and features work fine. Due to UE5 being such a big change from prior versions of UE4, it may take some time for initial kinks and bugs to be discovered so please reach out if you happen to run into any of these under 5.0, or any version, and I'll do my best to assist and rectify them.
Health Kit is a versatile, easy to use system for adding player health to your game. Packing with four standardized health mechanics from across the varied spectrum of gaming, the system is almost entirely drag and drop, requiring very little effort to get it up and running.
A set of easy-to-read and well documented blueprints powers this system that takes one of the fundamental mechanics of the industry and turns it into one of the easiest parts of your game to get right!
At launch, Health Kit comes complete with a set of UI elements for player feedback, four standard health models (percentile, regenerating, segmented regenerating and overshield), an example implementation of each, as well as an example of how the system might be tied to world items such as medkits.
With easy-to-use controls and clearly labelled parameters, you can have a customized health system running within minutes!
Technical Details
Number of Blueprints: 9 (24 including demo/examples)
Network Replicated: Yes
Engine Compatibility: 4.14+
List of Features: Player health - percentage based, regenerating, regenerating segmented, and overshield variants. Relevant UMG UI elements. Player healing and recovering
Intended Platforms: Windows, Mac, PS4, iOS, Android, Xbox One, Oculus,
Other Supported Platforms: Windows, Mac
Documentation: Blueprint Tutorial included with link to extensive video documentation
Important/Additional Notes: Whilst the example implementation of Health Kit uses a standard first person character, the system is easily hooked
up to any controller or pawn and can easily be implemented in first person, third person, topdown, sidescroller, vehicle, and just about any other project style you could think of.