
Descrição
UAF Advanced H2H is a Blueprint-only, modular hand-to-hand combat system for Unreal Engine 5.6, built to provide realistic stamina-driven melee combat, movement, and evasion behavior.
The system is designed to be flexible and developer-friendly, allowing easy integration into existing characters while maintaining full control over combat pacing and player fatigue.
This pack combines combat, movement, vitals, and UI into a cohesive gameplay system where stamina directly affects performance—punch speed, sprint speed, and evasion speed dynamically scale based on remaining stamina and fully recover when stamina regenerates.
Core Systems IncludedVitals ComponentStamina tracking system
Real-time stamina drain and recovery
Directly influences combat and movement performance
Fully adjustable drain and recovery values
Sprinting system with adjustable sprint speed
Movement speed scaling based on stamina level
Strike speed and evade speed modifiers
Seamlessly integrates with stamina values
Hand-to-hand striking system
Directional evasion system
Guard and blocking mechanics
Stamina-based combat slowdown and recovery
Included stamina bar UI
Automatically updates based on stamina values
Easily customizable visuals and placement
4 Left-hand punch animations
4 Right-hand punch animations
1 Guard animation
1 Idle Guard animation
8-direction movement while blocking
Evade Left
Evade Right
Evade Back
Enhanced Input (IMC) – Default Mappings (Demo Setup)All animations are fully integrated into the combat and stamina systems.
This system uses Unreal Engine’s Enhanced Input framework.
The demo project includes an Input Mapping Context (IMC) with the following default bindings. All inputs can be renamed or remapped to fit your project.
IA_Punch
Left Mouse Button
IA_Block
Right Mouse Button
IA_EvadeLeft
Q
IA_EvadeRight
E
IA_EvadeBack
Z
Add the provided IMC to your character or player controller.
Bind each Input Action to the corresponding functions in the H2H, Movement, and Vitals components.
Stamina drain, recovery, and speed scaling are handled automatically by the components.
Users are free to replace the IMC or remap inputs for keyboard, mouse, or controller setups.
Key Gameplay FeaturesThe system is intentionally input-agnostic to support different control schemes and project requirements.
Stamina-based combat fatigue system
Punch speed slows as stamina drains
Sprint speed dynamically decreases with low stamina
Evade speed affected by stamina level
Full performance recovery when stamina regenerates
Modular Blueprint Actor Components
Blueprint-only (no C++)
Built specifically for Unreal Engine 5.6
Add the Vitals Component, Movement Component, and H2H Component to your character.
Bind your own input actions (Enhanced Input recommended).
Adjust stamina drain, recovery, speeds, and thresholds directly in the components.
Customize or replace the UI stamina bar as needed.
Preview & DocumentationInput mappings are intentionally left flexible to support different project setups.
🎥 Animation & Gameplay Preview (YouTube): https://youtu.be/uiq4zFhKz-k
📘 Setup & Documentation Video (YouTube): https://youtu.be/dXgS4OaxXxU
Intended UseThis system is ideal for:
Realistic melee combat games
Survival or stamina-driven gameplay
Prototype or foundation combat systems
Developers who want control over combat pacing without a locked-down framework



