
์ค๋ช
โ๏ธ MOST REALISTIC COMBAT SYSTEM ON THE MARKETPLACE
โ Multiplayer Ready | Top-Performance | DETAILED DOCUMENTATION | REGULAR UPDATES | OVER 140 CUSTOM ANIMATIONS + SOURCE FILES
"Warning: contains realism."
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๐ฅ FEATURE VIDEO | ๐ฎ DEMO
๐ DOCUMENTATION | ๐ฌ DISCORD
The OG Realistic Combat System is a combat framework built around one goal: realism in every detail. Attacks follow the direction you choose (Right, Left, Overhead, Stab etc. ), weapons can be holstered, equipped, picked up and thrown, limbs can be dismembered and the combat animations update right away depending on the limbs that are available. Blocking is also directional and spends stamina, dodging too! Kicks lead to a guard break. No hack & slash, no souls-like rolling, just grounded, skill-based combat. The system is procedural, so no matter what character you use, dismemberment, Bone Foley and everything else works right away!
The system is 100% multiplayer ready but contains violet comments across all blueprints indicating where nodes can be deleted to make it single-player only. It's also delivered as a plugin so basically as much plug n' play as it gets. Just enable it from your project and you are good to go. ;)
It is about 95% Blueprint based, and around 5% C++ but that is a one time setup which for most cases does not need any edits ever. Under the hood, a custom C++ Character Movement Component with client-side prediction keeps combat responsive, while the Blueprint-first architecture keeps everything easy to understand and extend.
Performance: ~100-110 FPS in a 10v10 stress test (1 Listen server and 20 AI characters with full combat logic, physical animation, Hand & Foot IK) - RTX 3060, 12th Gen Intel(R) Core(TM) i5-12600K (3.70 GHz), 2560x1440p.
NOTE: The environment seen in the slides as well as the trailer is not included! Check it out here: Battle Arena Environment By Leartes Studio
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โ๏ธ Features (Checkout the Demo)
NOTE: All Systems like Dismemberment, Inventory, Interaction & Bone Foley are procedural. As long as your character is rigged to the UE5 mannequin, it works without much setup. 50+ pages of documentation with Troubleshooting and Tutorials sections tell you everything you need to know.
๐ฏ Directional Attacks
Perform Left, Right, overhead or stab attacks as well as special attacks
While winding up an attack, change to a different one to cancel or redirect attacks
Attack buffering and chaining
Attack Drift
Kicks
๐ก๏ธ Defense
Directional blocking based on where you look, with adjustable block angles
Parry & guard breaks lead to the target being stunned
Dodge left, right and backward
Stamina system
๐ Movement & Camera
Sprint, crouch, jump and turn in place
Toggle between Third Person and True First Person
Idle Breaks, Bouncing, Camera Shake, Leaning and a lot more
๐ก๏ธ Weapons & Physics
5 melee weapon types: Unarmed, Two-Handed Sword, Two-Handed Polearm (wide grip, e.g. halberds, axes, hammers), Two-Handed Spear, One-Handed Sword, One-Handed Mace, One-Handed Axe, Shield (can be carried with any of the One-Handed weapons)
Drop, throw, equip and holster weapons
Thrown weapons stick or bounce based on their damage type (Blunt, Slash, Pierce)
Throwing is possible in any movement state, even while crouching
Bone-accurate weapon traces that also register environment hits
Surface-based impact VFX and sounds per weapon via Physical Materials
๐ฅ Dismemberment
Sever heads, arms and legs
Weapons are dropped automatically when an arm is lost
Animations update instantly and any equip/holster/pickup/attack or any other animation starts playing on the limbs that are left
๐ค Interaction System
Interface-based; add new interactables in minutes
Contextual prompts adapt to what you're looking at
Works for pickups, doors, levers and anything you extend it with
๐ Inventory System
Equip, holster and drop weapons at runtime
Weapons attach to the character with correct socket placement
Server-authoritative and fully replicated
๐บ Emote System
Trigger emotes from the Radial Wheel
Cancels cleanly on movement
Add your own emotes without touching Blueprint logic
๐ฌ Animation
Combat animations handcrafted in Cascadeur with a focus on realism (All source files included
Built for the UE5 Mannequin skeleton
Physics based Hit Reactions
๐ฅทKnight Character
Rigged to UE5 Mannequin
4K Textures
Blender & Substance Painter source files included
๐ Replication & Client Prediction
Server-authoritative listen server architecture
Custom C++ Character Movement Component with client-side prediction
Multiple uses of Client-Prediction like for attack movement via compressed flags: no rubber banding, even on chained attacks
Server-authoritative weapon pickup, drop and throw with a replicated weapon state machine
๐ค AI
Behavior Trees with plenty of services and tasks
Multiple AI archetypes
AI target claiming to not all target the same enemy
Players and AI share the same combat code through a combat interface
Can flee and cower when loosing hope
๐ฎ Full Gamepad Support
Every gameplay action mapped and playable; no keyboard required
Built on Enhanced Input
Remappable through Input Mapping Contexts
๐ Performance
C++ core for movement, weapon traces and projectile handling (that's already almost everything that was did in C++)
Tick used very rarely and intervals are adjusted appropiately
Mostly using Thread-safe Animation in the animation blueprint to keep animation math off the game thread
Little to no Canvas Panels being used
๐ Easy Integration
Plug & Play: no project settings and no custom collision channels required
Actor Component based
Blueprint-first: C++ only where Blueprint can't do the job or is too inefficent
Custom Physical Material with built-in surface types, your project's surface settings stay untouched
๐งฉ Modular Framework
Every system is a separate Actor Component
Drop only what you need onto your own character
๐ Documentation & Tutorials
Written documentation covering every system
Commented Blueprints throughout
Tutorials
๐ Planned Update
Ranged weapons (bow and crossbow) are planned for a future update and are NOT yet included.
Plugin Dependencies (All are default UE plugins):
Animation Locomotion Library
Animation Warping
Geometry Scripting



















