Flexible Combat System - Melee

PREMIUM Asset Constant Updates 4.26 Flexible Combat System - Melee OLD VERSION

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Made and designed specifically to be:
  • Easy to add in to an existing project (see tutorial)
  • Easy to implement into your project
  • Easy to understand (Blueprints)
  • Easy to edit or remove current features
  • Easy to add new features on top of the existing

Animated Trailer -
Feature Breakdown Video -
Tutorial (Changing Character Mesh & More) -
Try out the Demo

  • A fully flexible Combat system where Player and AI combat styles can be added and changed in a few clicks
  • Pick Up & Draw/Sheathe Weapons
  • Weapon Styles Include: Fists, 1H and Shield, 2H, Dual-Wield (Follow my step by step tutorial to add more!)
  • Combo Attacks & Damage Multipliers (Depending on Level, Combo and Weapon Damage)
  • Popup Combat Text (Easily Removable if unwanted)
  • Targeting System
  • Line Trace Hit Detection
  • Levelling Up System (Health, Stamina, XP, Damage Multiplier tracked)
  • Smart Stamina Reduction and Regeneration System
  • AI & Player Blocking System
  • Save/Load/Restart Level/Level Travel Functionality through Checkpoints AND/OR In game Menu
  • Combat, Patrolling and Noise Detection ready AI
  • Slow Motion Kill Cams
  • Sneak/Stealth system with responsive AI
  • Player Noise Distractions (Sneaking System)
  • Player Stealth Assassinations
  • AI & Player Ragdoll Deaths (With a player respawning death screen)
  • - Particle Systems on Hit & Block

Technical Details​

Number of Animations: 89
  • 33 Locomotion Animations (Strafing/Movement/Rolls/Hit Impact etc.]
  • 8 Blendspaces
  • 50 Combat Animations (Assassination Animations, Combo attacks etc.)

Number of Blueprints:
  • Number of Actor Components: 16
  • Number of Blueprint Interfaces: 3
  • Number of Widget Blueprints: 10
  • Number of Animation Blueprints: 3
  • Number of Behaviour Tree Nodes: 26
  • Number of Weapon Blueprints: 8

Input: Keyboard, Mouse
Network Replicated: No (Hoping to implement in a future update)
See Project Tutorial for Instructions on using the System

Note: The majority of the animations contained in this asset pack are retargeted from the Infinity Blade Paragon Characters and are just used for demonstration. You are free to use these animations but I thought it was worth mentioning that the purpose of this asset is the combat system and not the animation side of it.

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