
Explore building a soulslike melee combat system in Unreal Engine 5, from initial setup to attack combos, dodging, locking, weapon styles, stats, and AI enemies.
Join the Unreal Engine community on Discord for live support, respectful behavior, and feedback, while using Udemy Q&A for course material questions, and access free animations and assets.
Begin a new Unreal Engine 5 project using the third person template for a soulslike melee combat system. Import the course files, animations, and weapon and armor meshes.
design and implement a base equipment system in unreal engine 5, creating a base equipment actor and base weapon, with equip/unequip, attachment to a character, and socket-based positioning.
Attach the weapon to the character's hand using a hand socket, promote the main weapon variable, and trigger attachments with animation notifies and a per-bone upper body blend.
Implement a pickup actor with a blueprint interface for player interaction, use a sphere trace to detect interactive tools, and equip a weapon through a scalable base equipment system.
Implement multiple weapon styles in unreal engine 5 by creating a greatsword, attaching back and hand sockets, and using per-weapon blend spaces and montages to drive combat animations.
Fix a weapon-equip bug in Unreal Engine 5 by creating a set main weapon function, handling unequip and destroy, and updating the main weapon reference across blueprints.
Create the combat component in Unreal Engine 5 and move the main weapon logic into it, enabling modular combat for multiple actors via the animation notify.
Build a robust attack combo system in Unreal Engine 5 by using an input-driven flow, an array of attack montages, and animation notifies to continue and reset attacks.
Learn to implement a directional dodge in Unreal Engine 5, handling dodge input, rotation from movement input, and animation notifies with root motion for smooth, responsive dodges.
Implement a combat reset system in Unreal Engine 5 that clears booleans for dodging and attacking and uses an animation notify to return the character to a neutral state.
Implement a hit detection system in Unreal Engine 5 using a multi sphere trace on tick to detect hits, track already hit actors, and apply point damage.
Implement a character death system with a health variable, take damage, clamp to zero, trigger ragdoll physics, adjust camera and collision, then destroy weapon and character.
Fix bugs in Unreal Engine 5 soulslike melee combat by enforcing attack, dodge, and jump rules and speeding up animations for better feel.
Build a state manager to handle multiple character states with an enum and switch logic, orchestrating attack, dodging, hit reactions, and death for robust combat.
Implement a flexible character actions system in Unreal Engine 5, using a state manager and enums to coordinate attacks, dodges, and combat states with priorities.
Implement a sprint mechanic and movement speed system with walking, jogging, and sprinting modes, controlled by toggle walk and sprint inputs.
Learn to build a soulslike melee combat system by implementing heavy, sprinting, charge, and following attacks using animation montages, input mappings, and timed charge logic.
Create a stats component to manage health, stamina, and armor using base and current values, maps, enums, and structs; initialize, clamp, and modify stats via clean blueprint functions.
Continue building the stats component and integrate it into combat system by enabling base and max stat updates, managing the stats map, and implementing take damage logic.
Implement a regenerating stamina stat in Unreal Engine 5 using a region stamina function, timer-based regen with clamp, and a HUD stat bar, integrated with combat actions and sprinting.
Set up weapon-specific stat costs and action-based damage multipliers to vary stamina use and damage by weapon and attack type, from light to charge attacks.
Develop armor that follows character animations using a master pose system. Implement a defense stat and a damage reduction formula to govern damage intake.
Learn how gameplay tags replace enums to manage character states and actions, enabling hierarchical, exact-match checks, tag containers, and switch-based logic in Unreal Engine 5.
Implement dual wield swords with animations, blend spaces, and animation blueprints; set up sockets, collision, and offhand and main weapon handling for responsive combat.
Implement a targeting system that locks the camera onto an enemy via a sphere trace in the camera direction, enabling lock-on and updating the controller rotation toward the target.
Implement a flexible hit reaction system driven by damage types to trigger melee stun or knockdown animations, with front/back detection, damage type enums, and configurable impact effects.
Explore how Unreal Engine uses the body-soul-brain pattern and behavior trees to drive custom combat AI, detailing memory (blackboard), decorators, composites, services, and tasks.
Set up the enemy AI by duplicating the master AI and creating an AI controller, behavior tree, and blackboard for humanoid combat, including targeting and health UI.
Create an AI patrol system in Unreal Engine 5 using behavior trees, blackboard targets, and patrol points to loop and reverse paths with controlled movement and navmesh setup.
Unreal Engine 5's eye perception and app reception system let AI detect the player, stop patrolling, and chase using blueprint perception updates and behavior trees.
Implement a soulslike enemy combat system in Unreal Engine 5 by building a behavior tree driven ai with a main selector, behavior service, and attack, chase, and patrol behaviors.
Advance Unreal Engine 5 soulslike melee combat with improved enemy collision and a toggleable combat system driven by AI behavior trees.
Learn to implement Unreal Engine 5 soulslike melee combat with mob enemies and a boss, using behavior trees, blackboards, range-based and rare attacks, and a boss health bar user interface.
Explore system and gameplay improvements for Unreal Engine 5's soulslike melee combat, including toggle combat, UI stat bars, collision fixes, ragdoll, and targeted enemy rotation.
Prototype a soulslike melee system using free assets Paragon Queen and Infinity Blade, set up enemies and boss, map, hit and sound effects, and enable player spawn via third-person mode.
Change the player character mesh from mannequin to Paragon Kwang and set up an IK rig for retargeting, using bone chains and matching naming conventions in Unreal Engine 5.
Set up a grunting mob in Unreal Engine 5 by duplicating the enemy, importing guardian assets, setting up animations and an animation blueprint, and implementing combat behavior and death handling.
Enable force root lock on root motion for the gruntling mob's walking animations to fix movement, then implement a repositioning attack loop and target-follow behavior for melee combat.
Set up humanoid mobs by swapping in Paragon guiding meshes, replacing with the Undertow model, and attaching an Infinity Blade skeletal weapon, then retarget animations with IK rig.
Set up a frost giant final boss with character and animation blueprints, a behavior tree, collisions, intro, attack montages, and rotation to target.
Add combat effects by integrating death sounds, death animations, and particle effects to enhance frost giant boss encounters. Implement animation notifies, camera shake, and radial damage for knockdown sequences.
Implement a social block system that lets the player block enemy attacks using a shield, enable blocking state, retarget animations, and integrate block reactions, effects, and sounds.
Explore implementing a souls like heal mechanic in Unreal Engine 5 by creating a use item action, health potion with montage, and UI updates for consumable item logic.
We fix AI death and visibility issues, introduce an equipment component to move equipment logic from the player, and clamp targeting rotation for smoother aiming.
Fixes bugs in the melee system by correcting weapon collision naming to enable enemy damage, refines shield and pickup behavior, and adds a sword‑and‑shield weapon with updated equipment logic.
Implement sword-only blocking in Unreal Engine 5 by adding a block boolean, updating the animation blueprint to switch between sword and shield blocks, and testing blocking with either weapon.
Create varied patrols for grunting mob enemies using a behavior tree, random reachable points, and navigation queries. Differentiate these patrols from humanoid mobs to enhance a soulslike melee combat system.
IMPORTANT NOTE: This course is aimed at intermediate users. So, to take this course you’ll need good knowledge of Blueprint scripting and a good understanding of Unreal Engine.
If you would like to learn how to make your own Souls-like Combat system, then this is the course for you!
Using Unreal Engine 5, you'll learn how to start from a blank project all the way to a complete Dark Souls inspired combat system. While designing the logic for this course, I have focused on making the logic extendable so that you can use what you learn as a foundation for your game!
So what sort of mechanics will I be teaching in this course?
You'll learn about attack combos, multiple attack types, directional dodging, target locking, equipment & multiple weapon styles, collision & hit detection, hit reaction system, combat AI which will include mob enemies, tough mobs, & boss enemies. your own targeting system, hit detection system, applying & receiving damage, multiple damage types, hit reactions, visual effects, & more.
By the end of the course you will have created your very own Dark Souls inspired combat system with all of the features mentioned in the video & on this page.
If you have any questions regarding the course or need help with anything related to the course or for anything game development in general, feel free to join our Discord server!
Ready to create your own souls-like combat system? Come join the course now!