Systems / Vitals

Vitals System On Fab

Health, stamina, hunger and thirst for single-player games: one component that tells your game what happened, and a compact HUD that shows each vital's state in colour, shape and words, keeps the ghost of every hit and stays out of the way when nothing is wrong.

Forty-five seconds: the HUD states, food and water, stamina, death and the included winter camp demo. With sound.

What it does

Tested on UE 5.3 and UE 5.8 (Windows). The HUD costs about 0.1 ms per frame at 1920x1080 (0.17 ms with everything moving), and the component updates five times a second, not every frame.

Four vitals, five states

Health, stamina, hunger and thirst, each Stable, Caution, Low, Critical or Depleted, from three thresholds you set. Events fire only on real changes.

Numbers that cannot be abused

Damage and healing are clamped both ways, and every hit reports what it actually took. Eat and Drink return what was applied, nothing when full or dead, so food is never wasted.

Stamina for swings and sprints

Spend-if-you-can for a swing or a jump, a steady drain for sprinting, and exhaustion that refuses spending until stamina recovers.

A HUD that reads at a glance

A compact rail with the health number and hit numbers; every loss leaves a ghost that drains. A stamina arc beside the crosshair shows only while stamina is below full.

Quiet until it matters

Stable hunger and thirst fade out. At critical health the fill pulses, a cold red edge appears and two soft heartbeats play. Five short sounds, each a variable.

Accessible and save-ready

Never colour alone, a reduce-motion switch and a minimum scale readable at 1280x720. Survival and Relaxed tuning profiles, and one snapshot for your own SaveGame.

Quick start

  1. Add the component

    Add AC_Vitals to your character and, if you like, set its Profile.

  2. Show the HUD

    Create WBP_VitalsHUD, add it to the viewport and call Setup with your AC_Vitals.

  3. Drive it from your game

    Call ApplyDamage, Heal, Eat, Drink and StartStaminaDrain, and react to OnDied.

What it does not do

  • No character is included: add the component to your own.
  • Four vitals only: no temperature, fatigue, oxygen, disease, bleeding or poison; no timed buffs or damage types.
  • No multiplayer or replication.
  • The interface is in English only.
  • UE 5.4 to 5.7 are not tested.

The winter camp in the video and the pictures is the included demo, played in first person.

Questions

Does it work with my own character?
Yes. Add AC_Vitals to your character; it tells your game what happened through one interface, or you bind to its events from anywhere.
Can I change the numbers?
Yes. Maximums, rates and thresholds live in tuning profiles. Survival and Relaxed are included and can be switched while the game runs.
Does it need the other Rookspire systems?
No. It has no dependencies outside its own folder, and the demo folder can be deleted.
How was AI used to make it?
It was made with AI assistance. Every system, screen and test was reviewed and tested by Rookspire.