
Description
๐ Documentation | ๐ฎ Playable demo | ๐ฝ๏ธ Videos will be available later
ADS Combat System is a modular combat toolkit for Unreal Engine 5. It is part of ADS Framework, a collection of independent systems that can be used on their own or combined depending on the needs of your project.
This plugin is not a complete ready-made combat template. It provides a technical foundation to help you build your own combat system, without imposing fixed gameplay rules, damage formulas, stats, inventory logic, AI behavior, or final game design.
ADS Combat System provides a central Combat Subsystem, a combat Actor Component for combat participants, ADS collision components, configurable Anim Notifies, combat contexts, rule contexts, loot contexts, target lock components, and Blueprint-accessible utility functions.
The system is designed to support many types of combat logic: real-time action combat, turn-based combat, hybrid combat, RPG combat, boss fights, enemy waves, scoring-based encounters, timed battles, or custom combat rules specific to your project.
Combat interactions are handled through ADS collisions. These collisions detect validated overlaps and generate a Collision Context containing useful information such as the source actor, target actor, collision ID, hit parameter, involved components, and optional hit result. The plugin does not automatically apply damage or effects. Your Blueprint logic decides what happens when a collision is validated.
The system also includes a Target Lock logic. A player-controlled actor can lock onto valid targets through Target Lock Point Components placed on targetable actors. This allows your project to define precise lock points such as head, torso, hands, legs, or other custom target locations.
Important: A Framework is not a template. This system is part of a Framework. It provides a technical foundation, architecture, reusable tools, and integration points, but it does not automatically create the final combat rules, damage system, stats, animations, AI behavior, rewards, effects, UI, or complete gameplay logic for your project. Before purchasing, it is strongly recommended to read at least the Foreword, System Description, and What the System Does Not Do sections of the documentation.






