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 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.
Documentation
- Start-here guides
- Every system, step by step
- Multiplayer and C++ detail
Systems
| System | What It Does |
|---|---|
| Action Graph | Moves as nodes, inputs as transitions, windows for buffered presses and cancels; gates, costs and cooldowns with charges |
| Items and Equipment | Items 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 Steering | The enemy in front, lock-on with a flick to switch, and attacks that turn, close the gap and stop short |
| Combat Styles and Camera | One asset per combat feel (rotation, reach, movement, camera), and a camera rig with layered states |
| Hits and Defense | Swept hit volumes per item, damage configs with impact effects and hit stop, parries, blocks and invulnerability |
| Paired Actions | Finishers, counters and grabs between two or more characters, timed in the Pairing Editor |
| Interaction | Doors, chests, weapon racks and pickups, each with options, a walk onto the spot and a commit on a notify |
| Telegraphs and HUD | Warnings 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
Universal Player Combat gives the player their fight: combos, equipment, targeting and finishers. Need enemy logic? Soulslike Enemy Combat gives your enemies theirs.