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Média 1 pour l'article Soulslike Enemy Combat System (StateTree + GAS)
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Description

A Modular Combat Framework for Unreal Engine 5. Soulslike Enemy Combat provides a clean, maintainable architecture for building souls-like enemies. It replaces the traditional "Behavior Tree Spaghetti" with a structured hybrid approach: separating high-level strategy (StateTree) from granular action execution (Behavior Trees & GAS). Designer friendly, no C++ required. Multiplayer is fully supported.

New in v2.0.0: Tactical movement is navmesh-aware, so they path around walls and avoid ledges and hazards instead of grinding into them. Enemies now perceive the world. A full perception and awareness layer lets them notice you over time, investigate a noise, lose sight and search your last position, then head back to post.

🎮 Playable Demos

🔗 Resources

Watch Trailer | Read Documentation | View Roadmap | Discord Support

Why should you consider this: Most projects end up with messy Behavior Trees for everything. This plugin solves that with a smart Triple-Hybrid Architecture:

  • StateTree: Handles high-level strategy (Combat State, Patrolling, Flanking) for instant, clean transitions.

  • Behavior Tree: Handled purely for low-level execution orders (MoveTo, finding cover points, chase, run away).

  • Gameplay Ability System (GAS): Manages all attacks, skills, and damage calculation.

The Result: You get the tactical intelligence of StateTree with the navigation reliability of Behavior Trees.

🆕 NEW IN 2.0

✅ Perception & Awareness: enemies sense you by sight, hearing, and damage. An awareness meter fills as they notice you, so a glimpse at the edge of vision makes them suspicious and a clear look confirms you. Break line of sight and they walk to your last-known spot and search before giving up. They engage only what they have sensed, so no aggro through walls. Pairs with patrol routes to build stealth, horror, and open-world enemies.

✅ Pack Alerting: one enemy spots you and warns nearby allies, so a group converges instead of reacting one at a time.

✅ Navmesh-Aware Movement: enemies strafe and circle without walking into walls or off ledges. They path around corners to close in, and route around hazard zones (lava, traps) you mark. Cached and staggered to stay cheap with full crowds.

✅ Designer-Authored Behavior: new StateTree nodes branch patrol, investigate, combat, and search states in Blueprint, no C++ required.

WHAT YOU GET

Production-Ready AI: Intelligent, tactical combat behaviors (circling, strafing, gap-closing) ready to ship.

Native StateTree + GAS: Built primarily on the new StateTree framework for lightning-fast logic transitions.

Data-Driven Roles: Assign "Aggressor", "Defender", "Flanker" or any roles via simple config files.

Multi-Target Awareness: AI intelligently switches targets based on threat levels.

Motion Warping: Hit-accurate attacks that track the targets.

📦 WHAT'S INCLUDED

  • Complete C++ Source: 100% accessible and commented.

  • Blueprint-Friendly: All components, tasks, and evaluators are exposed to BP.

  • Demo Content: Fully functional enemy, example weapons, and abilities.

  • Documentation: Comprehensive guides and setup tutorials.

🟢 WHAT THIS IS

  • A Combat AI Framework for developers who need specific, high-quality enemy behavior.

  • A Learning Resource for mastering StateTree and GAS interaction.

  • A Time Saver that replaces weeks of boilerplate coding.

  • Full support for Multiplayer

🔴 WHAT THIS IS NOT

  • NOT a complete "Game Template" (It is a specialized AI system).

⚙️ REQUIRED PLUGINS

  • GameplayAbilities

  • StateTree

  • GameplayStateTree

  • MotionWarping

Formats inclus