
Açıklama
ð® EPIC BOSS BATTLE SYSTEM â Complete Boss Framework
Create epic multi-phase boss fights with 11 combat systems â arena lockdowns, dash attacks, shields, enrage timers, loot drops, and more. 8000+ lines of production C++, full Blueprint integration. First boss in 5 minutes.
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VERSION 3.0.0 â THE GRAND UPDATE
ð 11 NEW SYSTEMS IN V3.0
ðïž ARENA â Box/Sphere/Cylinder boundaries, push-back force, boundary damage, auto close/open
ð¥ AOE ATTACKS â 5 shapes (Circle, Cone, Line, Rectangle, Cross), warning delay, knockback
ðš DASH/CHARGE â Wind-up â charge â impact â recovery vulnerability cycle
ð¡ïž SHIELD/ARMOR â 3 types (Health, Phase, Timed), regeneration, damage reduction
ð¯ VULNERABILITY â Invulnerable-by-default, stagger threshold, damage multiplier windows
â±ïž ENRAGE TIMER â MMO-style berserk, gradual scaling, instant-kill wipe mechanic
ð¬ BOSS INTRO â 4 styles (NamePlate, CameraFocus, FullCutscene), skippable
ð ATTACK PATTERNS â Sequence combos (3Ã Ranged â Dash â AOE), weighted selection
ð LOOT TABLE â Rarity system, drop chances, phase-specific, physics scatter
ð¥ AGGRO/THREAT â Multiplayer threat management, decay, taunt, auto-targeting
ð BOSS HUD â Auto-creating C++ widget, health/shield bars, enrage timer, 11 BP events
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âš CORE FEATURES
âïž MULTI-PHASE COMBAT (1â3 phases)
⢠Independent HP, per-phase attack type (Ranged, Melee, Mixed, BarrelThrow, Custom)
⢠Per-phase multipliers (speed, fire rate, damage, projectile count)
⢠Cutscene transitions (ULevelSequence), healing, invulnerability windows
ð€ 5 MOVEMENT TYPES
⢠Stationary, Circular, Patrol Points, Random Teleport, Keep Distance
⢠Raycast-based â no NavMesh required
ð¹ MINION SPAWNING
⢠Per-phase config, continuous spawning, max alive limit, kill-on-phase-end
ð EXTERNAL HEALTH
⢠Integrate with GAS or any custom health system via ReportHealthChanged()
ð€ BOSSCHARACTER AI (Optional)
⢠Pre-built Character with 5 AI states, NavMesh integration, arena awareness
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ð QUICK START
1. Copy plugin to YourProject/Plugins/
2. Create Blueprint from BossCharacter
3. Configure in Details panel
4. Call StartBossFight() â done!
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ð¡ USAGE EXAMPLES
SOULS-LIKE â Shield phases + vulnerability + melee attack patterns
RAID BOSS â Enrage timer + aggro/threat + arena lockdown + loot
ARENA CHAMPION â Dash combos + AOE patterns + intro cutscene
HORROR â Arena trap + invulnerable phases + minion waves
BOSS RUSH â Fast phases + weighted patterns + guaranteed loot
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âïž TECHNICAL SPECS
⢠Engine: UE 5.6 â 5.7 | Platform: Win64
⢠11 source files, 8000+ lines of C++
⢠88 Blueprint functions, 33 events, 91 configurable parameters
⢠Dependencies: Niagara, LevelSequence (both built-in)
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ð WHAT YOU GET
â 5 C++ classes with full source (commented)
â 11 combat systems â all optional, zero cost when disabled
â Boss HUD Widget with 11 BP customization events
â HTML documentation with complete API reference
â Commercial license included
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â FAQ
Q: NavMesh required? â No! Works anywhere.
Q: Own AI/health system? â Yes! External Health mode + standalone component.
Q: Multiplayer? â Aggro/Threat designed for MP. State replication needs your layer.
Q: Enable only some systems? â Yes! Each has an enable flag, zero cost disabled.
Q: Custom HUD? â Subclass BossHUDWidget, override BP events.
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ð¬ SUPPORT
⢠Documentation: adrenalinegames.pl
⢠Discord
⢠Email: [email protected]
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V3.0 â The Grand Update â 11 Combat Systems
Created by Erak Dev | Adrenaline Games

