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Ninja Combat

Combat System built using the Gameplay Ability System, for Adventure and RPG games.

  • Supported Platforms
  • Supported Engine Versions
    5.3 - 5.4
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

The Ninja Combat is the foundation for our combat system and we are proud to make it available to you too! In this first version you will find a lot of content to get started.


It was designed for Action RPGs, Adventure Games and "Souls-Likes", but due to it's very extensible nature, you may find other uses for it in your projects, and we would love to see that!


It was meticulously made, with a lot of passion and care, for developers who want to have a strong foundation for their games, without compromising their current design or getting too restricted by "templates".


This is a Combat plugin, meaning you won't find other non-related systems like Locomotion or Inventory. But integrating those is easy and the system shouldn't get in your way, ever.


If you want to know more details about this plugin, and get a better feeling of what it looks like, please check the very detailed and thorough online documentation! Or join the Discord Support Server if you need some guidance, have any suggestions or feedback! This is a big system, some experience with the Unreal Engine and C++ is strongly recommended!


Finally, make sure to check the other plugins available! This Combat System is a great match with our Input System, the Ninja Input!


Highlights

  • Multiple core GAS-related objects for Combat: Attribute Sets, Gameplay Effects, Gameplay Abilities and Tasks.
  • Interface-driven approach to all components in the system. Extend or replace them as you need.
  • Attacks are integrated with Motion Warping, which may provide that "combat stickiness" feel.
  • Combos are driven using Unreal Engine's State Trees.
  • A Replicated Actor Pool for Projectiles, Cast Actors, etc.
  • Opportunity Attack framework, for backstabs, parry, etc.

Technical Details

Technical Details

  • A framework (not a template) to help you with your combat systems.
  • Built using the Gameplay Ability System and other Unreal Engine systems such as the Gameplay Targeting System, Gameplay State Trees, Motion Warping and the Physical Animation Component.
  • Animation-driven, very modular, highly extensible.
  • Fully written in C++, exposed to Blueprints whenever applicable.


Code Modules

  • NinjaCombat: runtime, the core functionality.
  • NinjaCombatActorPool: runtime, the replicated actor pool.
  • NinjaCombatInventory: runtime, optional integration with the Ninja Inventory.
  • NinjaCombatUI: runtime, widgets and UI-related objects for the Combat System.


Additional Details

  • Number of C++ Classes: ~100
  • Network Replicated: (Yes/No): Yes