Shield Damage System - Debug Showcase

This player damage system looks straightforward—shields, armor, health tracking.

But it contains 4+ critical bugs including logic errors, edge cases, and architecture flaws that could break gameplay.

Test It Yourself

  1. Copy the Blueprint trace below
  2. Paste into ChatGPT/Claude with:
    "I am working in Unreal Engine 5.5. Analyze this Blueprint damage system for bugs, logical errors, and design flaws. Prioritize issues by severity (Critical/High/Medium/Low) and include:"
  3. Compare your results with our AI analysis

What Types of Issues to Look For

  • Critical bugs: Logic that breaks core functionality
  • Edge cases: Scenarios that cause unexpected behavior
  • Architecture flaws: Design patterns that create maintenance issues
  • Performance problems: Inefficient calculations or duplicate code
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πŸ” Debugging Example: Player Damage System Blueprint Trace

*Trace Start: PlayerTakesDamage
Custom Event** (CustomEvent)

* Event PlayerTakesDamage Args: (Damage:double)
    * Set Damage:double = PlayerTakesDamage.Damage
        * If ((CurrentShield > 0.0))
            |-- true:
            |   * Set ShieldDamage:double = (Damage * (1 - (ArmorPercentage / 100)))
            |       * Set RemainingDamage:double = FMax((ShieldDamage - CurrentShield), 0)
            |           * Set CurrentShield:double = FMax((CurrentShield - ShieldDamage), 0)
            |               * If ((RemainingDamage > 0.0))
            |                   |-- true:
            |                   |   * Set CurrentHealth:double = (CurrentHealth - RemainingDamage)
            |                   |       * If ((CurrentHealth <= 0.0))
            |                   |           |-- true:
            |                   |           |   * K2_DestroyActor(())
            |                   |           |       * [Path ends]
            |                   |           L-- false:
            |                   |               * PrintString((InString=(Health: + Conv_DoubleToString(InDouble=CurrentHealth))))
            |                   |                   * [Path ends]
            |                   L-- false:
            |                       * PrintString((InString=Shields absorbed all damage))
            |                           * [Path ends]
            L-- false:
                * Set ReducedDamage:double = (Damage * (1 - (ArmorPercentage / 100)))
                    * Set CurrentHealth:double = (CurrentHealth - ReducedDamage)
                        * If ((CurrentHealth <= 0.0))
                            |-- true:
                            |   * K2_DestroyActor(())
                            |       * [Path ends]
                            L-- false:
                                * PrintString((InString=(Health: + Conv_DoubleToString(InDouble=CurrentHealth))))
                                    * [Path ends]

Blueprint Graph

AI Metrics Comparison

Priority Issue Claude Gemini ChatGPT
1 Armor Percentage Application Inconsistency βœ… βœ… βœ…
2 No Protection Against Edge Cases (ArmorPercentage > 100) βœ… ❌ βœ…
3 Redundant Damage Calculations βœ… βœ… βœ…
4 Health Underflow (No minimum cap) βœ… βœ… βœ…
5 Floating Point Precision (equality checks) ❌ βœ… ❌
6 K2_DestroyActor Execution Flow ❌ ❌ βœ…
7 No Event Broadcasting βœ… ❌ ❌
8 Limited Feedback (No shield status display) βœ… ❌ ❌
Total Issues Found 6/8 4/8 5/8

Bugs

#1 Armor/Shield Logic Error (CRITICAL)

  • Issue: Armor protects shields instead of health
  • Problem: ShieldDamage = (Damage * (1 - ArmorPercentage/100))
  • Impact: Shields become super-effective, breaking game balance
  • Fix: Apply armor reduction to health damage only

#2 Inconsistent Armor Application (HIGH)

  • Issue: Remaining damage bypasses armor entirely
  • Problem: No armor reduction applied to RemainingDamage
  • Impact: Players take full damage when shields break
  • Fix: Apply armor to all health damage consistently

#3 Code Duplication (MEDIUM)

  • Issue: Health/death logic exists in 2 separate places
  • Problem: Duplicate health check and K2_DestroyActor calls
  • Impact: Maintenance nightmare, potential inconsistencies
  • Fix: Consolidate into single death-check function

#4 Armor Clamping Missing (MEDIUM)

  • Issue: Values >100% cause healing instead of damage
  • Problem: No bounds checking on ArmorPercentage
  • Impact: Negative damage = healing exploit
  • Fix: Clamp armor values between 0-100%


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