Universal Player Combat Plugin

Unreal Engine Combat System Plugin Player Multiplayer

Player combat plugin for Unreal Engine 5.6, 5.7 and 5.8: combos built as action graphs, weapons that bring their own moves, lock-on, parries and blocks, an inventory, and paired actions such as finishers, in single player and multiplayer.


Universal Player Combat

Universal Player Combat Plugin
Universal Player Combat is a player combat plugin for Unreal Engine 5.6, 5.7 and 5.8. Each move is a node in an action graph you wire in the editor, and each input that leads on from it is a transition, so a combo is something you can see and change. Items carry their own moves, keys and hit volumes: draw a sword and the player fights with the sword's graph. Lock-on, attacks that close the gap, parries, blocks, executions and interaction come with it, set up in Blueprints and data assets. Supports single player, listen server and dedicated server.
Full C++ source, Blueprint support, and a demo level with a hallway of interactions, paired stations and three combat styles to try.

Systems

SystemWhat It Does
Action GraphMoves as nodes, inputs as transitions, windows for buffered presses and cancels; gates, costs and cooldowns with charges
Items and EquipmentItems built from fragments, drawn to a body place and put away, equip montages that swap on a notify, an inventory and a quick bar
Targeting and SteeringThe enemy in front, lock-on with a flick to switch, and attacks that turn, close the gap and stop short
Combat Styles and CameraOne asset per combat feel (rotation, reach, movement, camera), and a camera rig with layered states
Hits and DefenseSwept hit volumes per item, damage configs with impact effects and hit stop, parries, blocks and invulnerability
Paired ActionsFinishers, counters and grabs between two or more characters, timed in the Pairing Editor
InteractionDoors, chests, weapon racks and pickups, each with options, a walk onto the spot and a commit on a notify
Telegraphs and HUDWarnings over a swing to parry or to dodge, HUD widgets that follow the ability system, and key prompts
Every move starts on the player's own machine the moment it is pressed, so combat feels immediate online, and the server still checks the hits, costs, cooldowns and reach it is sent.
After Soulslike Enemy Combat, the player was the other half of the fight. I built Universal Player Combat the way I want to author player combat myself: moves as a graph I can read at a glance and rewire, weapons that bring their whole moveset with them, and multiplayer that holds up under lag without hiding the moves behind code.

Systems in Action

  • Combos that chain, hits with weight and buffered inputs
  • One character in three combat styles
  • AI-ready: your AI assistant builds a player from your assets
  • Visual action graphs with live debugging
  • Block, parry and counter
  • Cinematic executions between two or more characters
  • Built for multiplayer: instant on the press, confirmed by the server
  • Hit stop, physical flinches, pushes, sparks and sound
  • Attack telegraphs for parry, dodge and execute
  • Three inventory styles: survival grid, party RPG and open world list
  • Items built from fragments
  • Doors, chests, racks and pickups the character reaches for
  • Hit, approach and telegraph windows authored in the montage
  • The Pairing Editor
  • The demo map: three style arenas, executions, items and interactions
  • Blueprint ready: hooks, gates, costs and defense rules to extend
  • Systems that fit together
  • What you get: movesets, montages, items, sounds, a demo map and the full C++ source

Universal Player Combat gives the player their fight: combos, equipment, targeting and finishers. Need enemy logic? Soulslike Enemy Combat gives your enemies theirs.