Learn Combat Design with Unreal Engine

Hitboxes, invulnerability windows, attack tracking and enemy reactions.

Combat design here means the engineering side of it: what a hit actually is, when a character can be hit, and how an attack ends up landing where the player expected it to land.

Most of these posts come out of shipped action games. Melee hitboxes are socket-to-socket capsules with rank and group IDs, so a sweetspot becomes data instead of a script. Dodge invulnerability is an anim notify window on the montage, not a flag inside the ability. Attack tracking is Motion Warping bending the root motion of the animation toward the target the ability picked.

There are also two breakdowns of other people's work, the takedown pipeline in Shadow of War and the prototyping loop behind Horizon Zero Dawn, because reading how a shipped team solved something is usually faster than inventing it twice.

If you want these systems as one connected thing instead of separate posts, the Quod Combat Framework page collects them as a framework built on top of GAS, and the Gameplay Ability System hub covers the layer underneath.

Dashes and Knockbacks with Root Motion Sources

Dashes and Knockbacks with Root Motion Sources

No root motion in the clip. The task builds the motion from plain numbers and hands it to the movement component, the animation is just cosmetic.
How Enemies Decide to Dodge

How Enemies Decide to Dodge

Dodge chance is a GAS attribute, pressure is a stacking effect on top of it, and the AI simply rolls dice.
Building Souls-Style Input Buffering on Top of GAS

Building Souls-Style Input Buffering on Top of GAS

A buffered press is simply a struct, a gate tag and one drain function that an anim notify state calls.
MMCs and Executions in GAS: Count the Outputs, Not the Inputs

MMCs and Executions in GAS: Count the Outputs, Not the Inputs

If only one number changes you want an MMC, no matter how complex the formula. Only a hit that writes many attributes needs an execution.
Dodge i-Frames with GAS: Anim Notify Windows and Perfect Dodges

Dodge i-Frames with GAS: Anim Notify Windows and Perfect Dodges

The dodge ability grants no invulnerability at all. A notify on the montage does it, and you get perfect dodges almost for free.
Hitbox Rank and Group: Sweetspots Without Scripting

Hitbox Rank and Group: Sweetspots Without Scripting

A sweetspot is simply one extra capsule and one integer. How rank and group IDs decide which hitbox wins.
Motion Warping in UE5: Blueprint Setup and Fixes

Motion Warping in UE5: Blueprint Setup and Fixes

Are we suddenly playing Kingdom Hearts!!??
Complex Character Interactions in Shadow of War

Complex Character Interactions in Shadow of War

How the takedowns and finishers stay in sync.
Prototyping in Horizon Zero Dawn

Prototyping in Horizon Zero Dawn

Prototype fast, keep what works, ditch the rest.