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商品 Soulslike Enemy Combat System (StateTree + GAS) 的媒体 1
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描述

A Modular Enemy Combat Framework for Unreal Engine 5, regularly updated with more features and active Discord support.

Soulslike Enemy Combat 3 provides a clean, maintainable architecture for building the high quality Soulslike enemy behavior you see in AAA games. It replaces "Behavior Tree Spaghetti" with layers that each do one job: a brain that decides, scored Action Sets that pick the move, a navmesh-aware evaluator that moves, and GAS that swings. Designer-friendly, no C++ required. Server-authoritative, and clients receive replicated state.

🎮 Playable Demos

🔗 Resources

Watch Trailer | Documentation | View Roadmap | Discord Support

Why should you consider this: most projects end up with one giant Behavior Tree.

This plugin splits the work:

Decide: a native C++ brain runs the whole combat loop out of the box, with nothing to author. Point the AI Config at a StateTree instead when you want a graph for patrol, investigate and boss phases. Both drive the same components.

Score: an Action Set holds the moveset, and each action carries scorers and gates you compose (distance, angle, stamina, line of sight, or your own Blueprint). Your enemies answer the fight instead of walking a fixed list.

Move: a navmesh-aware evaluator handles circling, spacing, ledge guarding, hazard areas and detours around walls and pits.

Act: the Gameplay Ability System runs attacks and damage. Pick an ability class on an action and it runs. Behavior Trees stay available as one execution method for multi-step sequences.

WHAT YOU GET

Production-Ready AI: circling, strafing, gap-closing and spacing, ready to ship.

✅ Perception and Stealth: sight, hearing and damage fill a per-enemy awareness meter, and enemies investigate a last-known spot before forgetting.

✅ Reactions: parry, dodge and counter, picked by priority and score, fired by a hit or by an attack telegraph before it lands.

✅ Vitals: health, stamina and stance pools. A gate turns stamina into an action cost, and an attack drains stance alongside health.

✅ Territory: guard posts, patrol routes, wander areas, and a leash that ends the chase and walks the enemy home.

✅ Group Pacing: data-driven roles (Attacker, Flanker, Waiter, Supporter, Elite) with slot limits, plus per-target token pools so one enemy swings while the rest circle.

✅ Teams: team IDs, exclusions, and a Free For All tick for a pit brawl.

✅ Melee and Damage: swept traces with physical materials, block and parry defense responses, hit effects and gameplay cues.

✅ Motion Warping: hit-accurate attacks that track the target.

✅ Action Set Graph Editor: one card per action, drag card to card for combos, and live scoring while you play.

📦 WHAT'S INCLUDED

Complete C++ Source: clean, documented C++ written for both Blueprint users and C++ devs.

Blueprint-Friendly: every component, task and evaluator is exposed to BP.

Demo Content: a working enemy, example weapons and abilities.

Documentation: guides and setup tutorials.

🟢 WHAT THIS IS

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

A Learning Resource for StateTree and GAS interaction.

A Time Saver that replaces weeks of boilerplate.

🔴 WHAT THIS IS NOT

NOT a complete "Game Template".

⚙️ REQUIRED PLUGINS

GameplayAbilities

StateTree

GameplayStateTree

MotionWarping

AnimationWarping

包含格式