While the plugin automatically handles complex visual feedback such as hit animations, hit-stops, and particle effects, the numerical health deduction (business logic) is left entirely to you. The plugin provides a core dispatcher named ED_OnTakeHit to output collision data detected by weapon overlaps.


1. Bind the Hit Event

  1. Go to the Event Graph of your Character Blueprint and locate the Event BeginPlay node.
  2. Drag a reference of your BPC_HandyCombatSystem component into the graph.
  3. Drag off the component pin, search for, and add Bind Event to ED_OnTakeHit. Connect the execution line from Event BeginPlay to this Bind node.
  4. Drag off the red Event pin (the small circle input) on the Bind node, drag it to an empty space, and select Create Matching Event.

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2. Read Attack Data & Process Health Logic

When a weapon collision overlap occurs, this event fires automatically. You can break or read the custom struct from the dispatcher to fetch all essential combat parameters defined by you:


3. Implement Your Own Health Deduction Logic

Behind this custom event, you can seamlessly connect your project's existing health/HP system.