Welcome to MageIt Combat Text
Welcome to the official documentation for MageIt Combat Text!
This plugin provides a highly optimized, extensible combat text framework featuring three built-in renderers — UMG, Niagara SDF, and pure Slate — unified under a single API. Spawn, animate, and accumulate high-performance damage numbers in any game genre, from tactical shooters to sprawling ARPGs with hundreds of numbers on screen at once.
Designed with both designers and programmers in mind, it offers seamless Blueprint integration and a clean C++ API, letting you pick the exact performance-vs-flexibility tradeoff your game needs, per damage type.
🚀 Key Features
Section titled “🚀 Key Features”- Three Interchangeable Renderers: Choose UMG for full widget-animation flexibility, Niagara for GPU-driven SDF text at massive scale, or pure Slate for a lightweight, widget-free draw path — all driven by the same
FMageItCombatTextEventpayload. - GameplayTag-Driven Routing: Register renderers against
FGameplayTags and let the subsystem route each damage event automatically, falling back up the tag hierarchy when an exact match isn’t registered. - Built for Performance: Widget pooling, batched Niagara array updates, and cached Slate text measurements keep the framework cheap even when damage numbers are flying constantly.
- Damage Accumulation: The UMG renderer’s
UMageItCombatTextWidgetaccumulates rapid hits on the same target into a single growing number instead of spawning a new widget per tick. - Fully Extensible: Every renderer exposes
BlueprintNativeEvents for styling, scaling, and animation, so you can override behavior in Blueprint without touching C++.
🛠️ Who is this for?
Section titled “🛠️ Who is this for?”This plugin is designed for Unreal Engine developers who need combat feedback text that scales from a handful of hits to screen-filling chaos without a rewrite.
- Technical Artists / UI Designers: Can build custom
UMageItCombatTextWidgetBlueprints, tune Slate animation curves, or design Niagara SDF materials — all without writing C++. - C++ Programmers: Can extend
UMageItCombatTextRendererBaseto add entirely new rendering backends, or override the batching and pooling logic of the built-in renderers.
🗺️ Navigation
Section titled “🗺️ Navigation”Ready to get started? Choose a path below to jump right in:
- Getting Started - Install the plugin and fire your first damage event in under 5 minutes.
- Your First Damage Event - Wire up a GameplayTag, a renderer, and a Blueprint call from scratch.
- Configuring Renderers - Decide between UMG, Niagara, and Slate, and tune each one.
- Blueprint API Reference - Discover the core Blueprint nodes and events for spawning and customizing combat text.
- C++ Reference - Dive into the subsystem, renderer base class, and the three concrete renderer implementations.
Need support? Have feature requests? Feel free to reach out via our Support Portal.