Soulslike Enemy Combat Plugin

Unreal Engine AI Combat System Plugin Soulslike

Production-ready enemy AI combat system for Unreal Engine with modular components, multiplayer support, and StateTree/BehaviorTree hybrid architecture.


Soulslike Enemy Combat

Soulslike Enemy Combat Plugin
A production-ready AI combat plugin for Unreal Engine 5.6+. Six modular systems - Movement, Actions, Reactions, Combat Roles, Threat Detection, and Melee Trace - that work together or independently. Supports single-player, listen server, and dedicated server.
Full C++ source, Blueprint support, demo level with a working enemy included.

Get the Plugin

  • Engine: UE 5.6+
  • Platform: All Platforms
  • Multiplayer: Yes
Get on Fab Marketplace

Documentation

  • Architecture & Tutorials
  • API Reference
  • Multiplayer Guide
Full Documentation

Sample Project

  • Playable Demo Level
  • Working Enemy AI
  • Example Configurations
Download Sample

Systems

SystemWhat It Does
MovementDirection sampling, distance maintenance, strafing with fatigue, hybrid navigation
ActionsScoring-based selection, cooldowns, combo chains, Ability or BehaviorTree execution
ReactionsHit reactions, stagger, death handling
Combat RolesAttacker, Flanker, Waiter, Supporter, Elite - dynamic role assignment
Threat DetectionCamera attention tracking, distance adjustment, defensive behavior
Melee TraceFrame-rate independent swept traces, multi-shape, animation notify integration
Architecture uses StateTree for strategic decisions and BehaviorTree/Gameplay Abilities for action execution. Data-driven configuration through AI Config data assets.
This started from years of building combat systems for commercial mobile games and action prototypes. I kept solving the same problems - getting AI to feel responsive, movement to look natural, and architecture to not collapse as complexity grew. So I packaged it into something reusable. The whole thing is built on the same StateTree/BehaviorTree hybrid pattern used in professional action games, and it ships with multiplayer support out of the box.

What Developers Are Saying

Docs are amazing, the dev is active, and it's fun
I finally found the system I think I'll be using for a long time. Pretty painless to actually go through the setup. It uses gameplay tags, which are really easy to work with and keep things clean and organized. I'm happy about finding this plugin and can't wait to tinker with the config settings.
Useful. Powerful. Modular. Convenient.
Excellent plugin. In my case, it covered about 80-90% of my AI implementation needs. I really liked the system architecture, which supports modularity and the creation of different presets for different types of mobs, while still allowing individual presets to be reused. The author responds quickly to feedback, makes updates promptly, and actively works with the community.
High quality, highly modular
This is some high-quality engineering and documenting. The various parts are highly modular and customizable, and the documentation is expansive. Incredible value for how much time you'd save trying to implement your own system as a solo dev or small team. The author is incredibly helpful in the Discord server.

Verified reviews from the Fab Marketplace listing

Systems in Action

Hybrid architecture: StateTree for strategic decisions, BehaviorTree and Gameplay Abilities for action execution
Data-driven design: behavior is modular, stackable, and extendable through data assets
Advanced movement: awareness and avoidance, hybrid NavMesh/tactical movement, configurable controls, and data-driven behavior