How to Make a Stamina System in UE5 Blueprints

Stamina is the economy that makes sprint, dodge and attack feel like decisions. Mechanically it’s a float with a drain/regen loop — the design lives in the regen delay and what happens at zero.

What it’s made of

Variables

Stamina/MaxStamina floats, RegenRate and RegenDelay floats, a bIsExhausted bool for the zero-state, and per-action costs (DashCost, AttackCost).

Events

Actions call a TryConsumeStamina function; a looping regen timer restores; taking any stamina action resets the regen-delay timer.

The logic

TryConsumeStamina(cost): Branch on Stamina >= cost → subtract and return true, else false (actions gate themselves on the return). Regeneration: only after RegenDelay since the last spend, add RegenRate per timer tick, Clamp at max. At zero, set bIsExhausted — optionally force-cancel sprint and block actions until a recovery threshold (not just above zero) to prevent stutter-spending.

Key nodes you’ll wire

Function with return (TryConsumeStamina)BranchClamp (Float)Set Timer by EventClear and Invalidate Timer by HandleSet Percent (Progress Bar)

The mistake that breaks it

Letting regen start the same frame the spend happens — without the delay reset, stamina visually vibrates and gating never quite triggers.

New to how Blueprint systems fit together? Read the anatomy of a Blueprint system first.

Or skip the wiring — generate it

BlueprintStudio builds this system from a plain-language prompt — the right nodes, exec and data pins wired, defaults set, and the graph compiled to catch errors — then applies it into your open UE5 editor. The prompt is prefilled:

Build “Stamina System” in BlueprintStudio

Prompt variations to try

Applying into your editor happens through the free Cosindra desktop app (Windows & macOS).

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