Description
Combat Game Sample (CGS) is a powerful yet highly flexible Combat System designed to kickstart your projects. Includes Advanced RPG Features, high-standard code examples, data-driven Combat and a Fully Multiplayer Ready approach.
CGS Showcase | CGS Showcase 2 | |
CGS Demo (Soulslike) Project Combined with GASP: Demo
Content Demo: Demo
The CGS covers a lot of aspect of game mechanics. Please Check the Full List of Features
Why should you choose Combat Game Sample? CGS is designed to be flexible and user-friendly, allowing you to build your project from scratch or customize it to your needs. You won’t have to sift through countless objects or blueprints referencing complex components, nor will you need to master the entire system before getting started. With its intuitive and streamlined approach, CGS ensures ease of use while offering the power and flexibility to expand for any scenario. This is possible because core logic of the Combat is component-based, while all the demo logic for every advanced feature is located into the Character it can also be removed or migrated it seconds without any references.
The Combat Game System (CGS) is the ultimate solution for your combat-focused projects, designed with a Fully Multiplayer-Ready approach. Every function and component in CGS is REPLICATED, from the Input Buffer to the State Manager with Gameplay Tag-based activities. This ensures seamless integration into any project type—whether you’re creating a Close Combat game, a Soulslike experience, or something entirely unique.
Have you struggled with systems that impose unnecessary restrictions, forcing you to rebuild mechanics to fit your vision? CGS is built differently.
- No reliance on an Inventory System: You can integrate any inventory system of your choice.
- Not tied to a character: Easily transfer the exact mechanics that fits your project from the Demo Character to your custom character and achieve high-quality combat functionality.
- Utilize advanced tools like Choosers to dynamically play Hit Reaction Montages based on Hit Data, Gameplay Tags, and more.
- Clean and Well-Commented Blueprints: Easily navigate and understand the system with clear code examples that demonstrate how to integrate and customize features for your project.
- Project-Specific Functions: Built-in mechanics tailored for action-packed gameplay, including Deflection, Exection, Soulslike AI, Riposte
- Stairs and Ladders Integrated into this Project.
- RPG Footsteps System integrated into this Project.
Features:
- Fully Multiplayer Support
- Lyra-like Advanced Locomotion with Mask Layer-blending, Montage Slots and Runtime Overlay Change
- Complex Overlay System for GASP Integration
- Advanced Character Attributes and Stats System
- Attributes and Stats separated values (Dexterity, Intelligence, Strength are Attributes)
- Gameplay tag based
- Load attributes based on Class
- Migrate Attributes List within Data Tables
- Atttributes affect Stats (Dexterity->Attack speed), Stats cannot exceed limits.
- Read the Full Feature List
- Weapon Collision and Damage System (Calculate Damage based on Armor, Block resistance, Critical Multiplier, Accuracy, Armor penetration.)
- Melee Combat System
- Soulslike AI
- AI Group Monitoring (AI monitor how many AIs is near player, how many currently is attacking. Can be more passive or aggressive based on AI count to prevent spam attacks)
- AI Alert Others (when one AI detects Enemy, it Alerts other ones in Radius)
- AI can Dodge, Block (with Defense Chance), Heal (with Cooldown), Parry Attacks and Execute, Deflect, Patrol, Strafe, Approach Target and more.
- AI uses range-based type attacks – Close Range, Mid Range, High Range. So it will not try to attack you if you’re too far or will throw a bomb
- AI Rare attacks
- Read the Full Feature List
- Parry System (Flexible Parry window, Multiplayer Ready, Parried actor can be Riposte)
- Perfect Block
- Deflect (Read the Full Feature List )
- 8-way Directional Dodging/Rolling/Steps
- Advanced Hit Reaction System based on Chooser (hit reactions based on attack power, attack category, attack type, hit location, hit bone name, damage type and etc. ) Defense break (If Stamina is low), Knockdowns, knockbacks, ragdoll hit reactions(does not included in demo project yet).
- Environment Impact Sounds & VFX system (Data driven, Surface check)
- Combat Effects Manager (Blood system with Dropplets, Block VFX and Sparks, Block/Not blocked/Parry sounds and effects, Damage Text Numbers)
- Two-handed Stance (If weapon cannot be equipped in two-hand uses Focuses Stance)
- Dual sword Mechanic
- Targeting System
- Fully Multiplayer ready (Target actor only in viewport, precise result based on multiple methods like Most Centered Actor)
- Bone-based map with multiple lock-on positions (can target legs, head, arms)
- Obstacle detection and Target Lost Distance
- Switch Targets and Autofind new
- Make any Actor Targetable
- Read the Full Feature List
- Input Buffer
- State Manager
- Status Effects
- Soft Targeting (rotate towards actor on Attack)
- Execution System
- Threshold Checker (each attack increase enemy Posture, if Posture is more than value it can be executed)
- Critical Damage Apply for Instant Damage
- Directional Executions (Forward, Left, Back, Right)
- Multiple Data Assets for different character types (if Victim is too big)
- Team Relations (Neutral, Friendly, Hostile)
- Status Regeneration
- AI Spawner Mechanic
- 400 sounds, 209 Animations, 10 niagara VFX, Blood and Foot Decals
With CGS, you’re not just getting a starting point—you’re unlocking complete control, flexibility, and a suite of professional-grade mechanics designed to save you time and frustration.
You can contact us at any time and request that the asset you want be added to the site from the Request Asset section.