Systems / Vitals

Vitals System In testing

Health, stamina, hunger and thirst as one component, with the damage, healing, regeneration, draining and death that go with them.

What it does

One component

AC_Vitals holds health, stamina, hunger and thirst. Every rate and ceiling is a setting in the Details panel.

Stamina that refuses to overspend

TryConsumeStamina spends only if the whole cost is there, so a sprint or swing never half-happens.

Hunger and thirst that matter

Both drain over time and hurt at zero. Thirst drains faster than hunger by default, which keeps water worth walking to.

Cheap to run

It updates five times a second, not every frame; raise the interval for crowds of characters.

Bars that follow on their own

WBP_VitalsBars draws the four values from the component; no binding code.

Five owner events

Damaged, healed, died, starving and dehydrated, through one interface on your character.

Before you wait for it

  • Single-player (not replicated).
  • No body temperature or weather: health, stamina, hunger and thirst only.
  • Release date not set: it ships when it passes the full test gate.

Ask about it

Want to know more about Vitals, or when it will be ready? Write to us.

[email protected]