Reusable Health Component Architecture
Establish UC3_RHS_HealthComponent as a Blueprint-spawnable UActorComponent that can be attached to Character, Pawn, or Actor classes.
Editor-Facing Health Configuration
Expose core values as editable component properties in the Cyrus 365|Reusable Health System|Health category for straightforward designer setup.
Health Mutation Blueprint API
Deliver AddHealth, ReduceHealth, SetHealth_Cur, and SetFullHealth so gameplay logic can heal, damage, reset, and force state changes in Blueprint.
Health Query Accessors
Provide Blueprint getters for current, previous, initial, maximum, dead-value, and low-warning health data.
Multicast Delegate Event Layer
Add Blueprint-assignable delegates for OnHealthChanged, OnDead, OnLowHealthWarning, and OnHealthMax so projects can react to health transitions without polling.
Health Limit Change Notifications
Introduce OnHealthDeadValueChanged and OnHealthMaxValueChanged for projects that dynamically rebalance death thresholds or maximum health at runtime.
Clamped Runtime Health Logic
Finalize health mutation so runtime values are clamped between Health_DeadValue and Health_Max before becoming authoritative state.
BeginPlay Initialization Workflow
Ship a simple startup path where BeginPlay calls InitHealth, selecting either the custom initial health value or full health based on configuration.
Stable Blueprint Utility Surface
Maintain the plugin as a focused health-system component with explicit functions for changing health, changing limits, and querying death state.
Runtime Packaging & Distribution Posture
Preserve the plugin as a runtime module with content support and platform coverage for Win64, Mac, IOS, Android, Linux, LinuxArm64, and TVOS.