Poise pools, stagger tiers and hyper armor for Unreal Engine 5.8.
Whether a hit staggers should not depend on how big the hit was. It should depend on how close the target already was to breaking. PoiseBreak picks the break tier from the overshoot - how far past zero the pool was pushed - so the same twenty-two points of poise damage does nothing to a fresh enemy and knocks down one that had five left.
- Break tiers with their own stagger length and their own immunity window
- The immunity covers the stagger, so a crowd cannot hold an actor still
- Hyper armor scales incoming poise damage without touching health damage
- Regeneration with a delay every effective hit resets, and none while staggered
- Every rule is a pure function the component and the tests both call
Documentation: https://wiki.teufel-engineering.com/en/PoiseBreak/documentation Support: teufelsilvan@gmail.com
Unreal Engine 5.8 - Win64 - one runtime C++ module - no third-party code - full source included.
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