BPROOF is available on Steam, and recent development work has concentrated on the technical foundation behind combat feedback. A native hit-feedback component now evaluates relevant hit information on the server and synchronizes visible damage states for multiplayer.
Head hits can drive layered material damage and optional physical debris without continuous Tick logic. The system is designed so the server decides the damage level while clients receive the corresponding visual feedback. It connects to the existing weapon and enemy Blueprint structure instead of replacing game-specific art, animation and effects.
The new C++ components and their final cleanup were compiled successfully with the current Unreal Engine editor target. The remaining content setup is deliberately handled in the enemy Blueprints, where approved materials, effects, sounds and meshes can be assigned per zombie type.
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