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Mídia 1 do anúncio OG Realistic Combat System
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Descrição

⚔️ MOST REALISTIC COMBAT SYSTEM ON THE MARKETPLACE

✅ Multiplayer Ready | Top-Performance | DETAILED DOCUMENTATION | REGULAR UPDATES | OVER 140 CUSTOM ANIMATIONS + SOURCE FILES

"Warning: contains realism."

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🎥 FEATURE VIDEO | 🎮 DEMO

📜 DOCUMENTATION | 💬 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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⚔️ 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.

🎯 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

 

🛡️ 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

 

🏃 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

 

🗡️ 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

 

💥 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

👤 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

🎒 Inventory System
  • Equip, holster and drop weapons at runtime

  • Weapons attach to the character with correct socket placement

  • Server-authoritative and fully replicated

🕺 Emote System
  • Trigger emotes from the Radial Wheel

  • Cancels cleanly on movement

  • Add your own emotes without touching Blueprint logic

 

🎬 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

🥷Knight Character
  • Rigged to UE5 Mannequin

  • 4K Textures

  • Blender & Substance Painter source files included

 

🌐 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

 

🤖 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

🎮 Full Gamepad Support
  • Every gameplay action mapped and playable; no keyboard required

  • Built on Enhanced Input

  • Remappable through Input Mapping Contexts

🚀 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

 

🔌 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

🧩 Modular Framework
  • Every system is a separate Actor Component

  • Drop only what you need onto your own character

📄 Documentation & Tutorials
  • Written documentation covering every system

  • Commented Blueprints throughout

  • Tutorials

 

🔜 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

Formatos incluídos

Arquivos adicionais