Melee ARPG Combat System

Billo - Blueprints - Aug 31, 2021

Melee ARPG Combat System is a product that targets on helping you create your own melee combat system without touching code at all. It is designed to be flexible, easy to use and expandable. It's written entirely in Blueprints.

  • Supported Platforms
  • Supported Engine Versions
    4.24 - 4.27, 5.0 - 5.3
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

Read before purchasing


  • There's a bundled asset containing this Combat System, which boasts a plethora of additional features, a substantial investment in development time, and serves as an ideal foundation for anyone interested in crafting an RPG. If it piques your curiosity, you can explore it further at this link.
  • Update 12/9/2023: As a result of my military commitments, I regret to inform you that my ability to provide support for my assets will be significantly constrained moving forward. While I will make every effort to address any identified bugs and maintain support as I have in the past, it may prove to be a more challenging endeavor, if feasible at all. Therefore, I kindly request that you consider your willingness to accommodate potential delays before proceeding with the purchase of my systems. Although I've diligently worked to ensure the absence of issues in my assets, it's essential to acknowledge that complex systems can sometimes harbor undiscovered bugs.


Thank you for checking out my product! Melee ARPG Combat System is a product that targets on helping you create your own melee combat system without touching code at all. It is designed to be flexible, easy to use and expandable. It's written entirely in Blueprints.

Two points to keep in mind before buying this product:

I) The animations in this package are taken from the paragon assets that epic has provided for free on the marketplace implying that, you are meant to change the animations in order to get the most out of the system. The animations included are a placeholder and you are meant to change them. When it comes to combat systems, animations play a huge part but this is a blueprints package, not an animations one!

II) While the system is designed to be Plug N’ Play, you are required to know your way around the engine. The system uses animation notifiers that can be confusing to a new user. I will create a tutorial on how to setup the animations using the animation notifiers (please do not base your purchase on this (the tutorial), given it might not help you understand how it is done, it is a tutorial that just shows me setting up the animations with no explanation). Also, as this is a combat system many things (not everything though) on it, can be extremely confusing to anyone who is not on an intermediate level with blueprints. Don’t forget the combat part is also replicated (the AI part is NOT). I highly suggest if you are looking to expand this package to have blueprint experience prior to acquiring this product but as I have stressed before you can just import your own animations and create your combos without touching any code!

[New Update]

What’s new in V1 update?

  • Can’t run or roll if the stamina gets fully depleted. Gotta wait for it to be fully replenished in order to be able to run or roll again. The stamina bar color changes indicating the bar has been fully depleted.
  • When a target is locked on, the attacks will automatically focus the locked on enemy. This is controlled via a Boolean in the animation notifier.
  • Weapon Level Upgrade along with extra damage per level and scalings(Currently there are no attributes from a stats system but it should be fairly easy to connect the combat system to a stats system. Stats system might be added later on as an update if I get many requests for it)
  • Added two debug features. One that checks whether the weapons have been setup correctly and one that checks whether the montages have been added in the datatable.
  • Lastly, i have created documentation regarding the structs and what each variable is for. Please forward me the receipt that you got from purchasing this system onto '[email protected]' and i will reply with the documentation(a word file). You can also leave a review with your email and i will send the documentation to the specified email!

This is mainly a framework for you to build your combat with your own assets(3d models, animations, SFX, VFX etc). 

Demo Map(with included animations and assets)

Demo Map or DemoVideo(with showcase animations and assets)


Technical Details


  •  Light Attacks
  •  Heavy Attacks
  •  Rolling with IFrames
  • Blocking
  • Parrying
  • Replicated Combat System
  • Actions like thrust attacks(you can create actions for different attack types)
  • Directional Hit Animations(Front, Back, Right and left)
  • When playing an animation there is a notifier that rotates the character to the direction of the input(every animation in the package uses that notifier).
  • Input Buffer system.
  • Simple Targetting System
  • Gamepad ready
  • AI System
  • Precise Damage Trace
  • Running by holding down spacebar and rolling by just pressing it.
  • Respawning when dying(You can change this quite easily, i added this because the combat can also be used in multiplayer and it doesn't make a lot of sense to restart the map on multiplayer)
  • Effects on blocking an attack, and an effect when hitting an enemy while he is not blocking
  • Keybinds are dynamic and can easily be changed
  • Parry VFX and SFX
  • Block VFX and SFX
  • AI Features: please test the demomap
  • Elements(see the demo map)

Number of Blueprints: 10

Input: Please check the demo map for the inputs

Network Replicated: Partially(Combat: Yes, AI: No)

Supported Development Platforms:

Windows: Yes