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