Widgets & Controls

Circle Damage Indicator Component

A circular HUD damage indicator with dynamic and static modes, adjustable fade speed, color, custom textures, near-damage distance, scale, and screen position.

Circle Damage Indicator ComponentWidgets & Controls

Resource overview

A hit lands from the left, and a ring opens at the matching edge of the screen. Rotate the character and the mark follows the threat; take another hit from behind and a second arc appears. That behavior sits at the center of Circle Damage Indicator Component, a HUD element that shows where damage was dealt from and is set up in a minute.

The component does not ask for a bespoke interface pass. It adds a circle-based damage readout to an existing HUD, then exposes the visual and spatial controls needed to make that readout fit the project. Two indicator modes carry most of the design decisions.

The Circle That Tracks or Holds Its Place

Dynamic mode treats the indicator as a live directional cue. The circle shows the direction of damage and keeps facing that direction even while the game character rotates. In practice, the player can turn toward or away from the source of a hit and the ring remains aligned with the threat rather than freezing at its original screen angle. That makes dynamic mode useful when the HUD needs to communicate ongoing spatial pressure, not just a single impact.

Static mode takes the opposite approach. The indicator spawns when damage is dealt and stays static on the screen. It records where the hit came from at the moment it landed, then remains in that position. A static ring suits moments when the player needs a fixed snapshot of incoming fire, or when the HUD should preserve the location of a hit without continuously updating as the camera moves.

Switching between the two modes is part of the component's setup rather than a separate system. That choice changes how the same circular graphic reads in play: one follows the damage direction, the other pins the damage event to the screen.

Near-Damage Distance and Custom Textures

The component includes a function to determine damage dealt near your character. Its near-damage distance is customizable, so the threshold for close-range hits can be set to match the scale of a scene. A shooter with tight corridors may want a different near-damage range than a broader outdoor map, and the component leaves that distance open for adjustment instead of fixing it.

Visual identity comes through custom textures and custom sprite size. The default circular form can be replaced with a texture that matches a project's HUD language, whether that means a thin arc, a segmented ring, or a softer gradient. Sprite size is exposed separately, which allows the texture to be prepared at one resolution or proportion and then sized for the screen without treating the circle as a single fixed stamp.

Color is another direct control. A damage indicator often needs to sit inside an existing palette, warn without overpowering the rest of the HUD, or distinguish one type of hit from another. The component exposes color as a parameter, so the ring can be tuned to the interface rather than accepted as-is.

Fade Speed, Scale, and Screen Offset

The circle's disappearance is not locked to a single timing. Indicator vanishing speed is adjustable, which lets the mark linger long enough to register or clear quickly enough to avoid cluttering the screen. That timing matters in fast encounters where several hits can arrive in succession; the same ring can feel persistent or momentary depending on how its fade is set.

Indicator scale changes the ring's presence in the HUD. A smaller circle keeps the readout subtle, while a larger one makes the damage direction harder to miss. Position relative to the screen's center is the other spatial control. It allows the indicator to be pulled inward or pushed outward from the center point, which is useful when the HUD already has a crosshair, health bar, or other element occupying the middle of the screen.

The available parameters cover:

  • Type of indicator
  • Speed of the indicator's vanishing
  • Color
  • Custom textures
  • Distance for near damage
  • Indicator scale
  • Position relative to the screen's center
  • Custom sprite size

Those controls sit together in the component, so the visual result can be adjusted without building a separate widget from scratch. The combination of fade, scale, and offset shapes how aggressive or restrained the circle feels during play.

One-Minute Setup Inside a Blueprint Widget Workflow

The component is presented as a quick addition: add the HUD element, choose the indicator type, and set the parameters. That low setup cost is relevant for teams that already have a HUD and want directional damage feedback without opening a new UI production track. The component is tagged with Blueprint and Widget, placing it in a workflow where the HUD element can be dropped into a project and tuned through exposed values.

Its tags also cover GUI, Interface, FPS, First Person, Multiplayer, Shooter, and Damage. Those labels describe the kind of project where the circle is most immediately useful: a first-person or multiplayer shooter in which the player needs a fast read on incoming fire. In those games, a damage direction indicator is not decorative. It supports spatial awareness when the camera is fixed to the player's view and threats can arrive from outside the current sightline.

Pairing With Damage Text

Compatibility is noted with Damage Text, another asset from the creator. The two serve different parts of the same feedback loop: a floating number communicates how much damage was dealt, while the circle communicates where it came from. A project that already uses Damage Text can add the directional ring without changing the underlying damage readout.

The component's value is clearest when the HUD needs a compact, tunable damage direction cue rather than a full custom interface. Dynamic and static modes cover two different relationships between the player's rotation and the damage source; custom textures, color, sprite size, scale, fade speed, screen offset, and near-damage distance cover the visual and spatial adjustments around them. For a shooter HUD that needs the circle to appear, point toward the hit, and then clear, that set of controls is the practical center of the asset.

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