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forge-health owns the player health lifecycle on top of forge-combat’s native provider. It does not neutralize native health, native owns death, downed and respawn. This package layers a themed FORGE downed screen and a give-up respawn on top, and configures the downed/respawn rules through forge-gameplay-rules. NPC death stays with combat and loot; only players are routed here.

What it does

At character activation it:
  1. Tracks the player so their death routes to the downed screen (not to loot).
  2. Binds the native death/downed/revived delegates to forge-combat events, retrying until the pawn exists (activation race).
  3. Applies the world health rules once (via forge-gameplay-rules), using the live player controller as the world context: downed on, AutoRespawn on, native downed widget off.
Then, driven by forge-combat events:
  • forge-combat:server:downed → show the FORGE downed screen (forge-health:client:death).
  • forge-combat:server:revived (teammate healed past the threshold) → hide it.
  • forge-combat:server:died (bleed-out, give-up, lethal) → hide it; native AutoRespawn returns the player at the nearest start.

The give-up respawn

The downed screen’s “Respawn now” button gives up: it deals a lethal finishing hit so the downed state ends in death, and native AutoRespawn brings the player back.
forge-health never calls RespawnPlayerBy*AtTransform directly. That manual path re-initializes native inventory on a fresh pawn and currently crashes (HInventorySystemTypes.cpp:43). Giving up and letting native AutoRespawn handle it is the safe path. A custom respawn location is a follow-up once that platform path is safe.

Exports

Events

Consumed (from forge-combat): downed, revived, died. Consumed from characters: forge-characters:server:activated / :deactivated. Client round-trip:

Configuration

nil leaves the native default. Rules are applied once when the ruleset component is up (first activation, when a live controller exists as the world context), then retried quietly until they take.

See also