BP_HealthSystem×
M_Hero_Skin×
WBP_HUD×
ABP_Hero×
BT_Enemy×
SM_Crate×
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EVENTGRAPH / BP_HealthSystem
Event BeginPlay
then
Variables
MaxHealth100.0
CurrentHealth100.0
RegenRate5.0
Set Timer by Function Name
execthen
Function NameRegenTick
Time0.5
Looping
Clamp (Float)
Value
Min0.0
MaxMaxHealth
Return
MATERIAL GRAPH / M_Hero_Skin
Texture Sample
T_Hero_Albedo
Texture Sample
T_Hero_Normal
Fresnel
Exp = 4.0
Lerp
A / B / Alpha
M_Hero_Skin
Base / Normal / Emissive
DESIGNER / WBP_HUD
Canvas Panel : root
HorizontalBox / TopBar
[Score: 12,400] [Wave 3 / 8] [00:47]
Spacer / Center
[ gameplay viewport ]
ProgressBar / WBP_HealthBar
ProgressBar / WBP_StaminaBar
STATE MACHINE / ABP_Hero / Locomotion
Idle
A_Hero_Idle
Locomotion
BS_Walk_Run
JumpStart
A_Hero_JumpStart
Finisher
+ MotionWarping
BEHAVIOR TREE / BT_Enemy
SELECTOR
Root
SEQUENCE
Attack
SEQUENCE
Flank
SEQUENCE
Patrol
TASK
Find Cover
TASK
Move To Flank
MESH VIEWPORT / SM_Crate
socket_Top
socket_Handle
XYZ
SM_Crate
Verts: 24 / Tris: 12 / LODs: 1 → 3
Bounds: 100x100x100 cm
CodeScape AI Session BP
Fix Asset Selection File Image ✦ Improve Send
Anthropic Claude
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