The Quod Combat Framework is how I build melee combat in Unreal Engine 5, on top of the Gameplay Ability System ( GAS ). I have been building this kind of combat on shipped games like Lords of the Fallen and Killsquad, and these posts are that experience written down as one framework: each post takes one system, explains why it works the way it works, and gives you representative code you can use in your own project.
It is not a plugin you can download, at least not yet. If you search for an Unreal Engine combat framework you will mostly find marketplace products, and they are fine for what they are. This is the other thing: the systems themselves, explained one at a time, so you understand what you are building instead of configuring somebody else's black box.
The pieces: melee hitboxes as socket-to-socket capsules with rank and group IDs, dodge i-frames as anim notify windows on the montage instead of code, souls style input buffering, damage through MMCs and executions, enemies that decide when to dodge, and dashes and knockbacks with Root Motion Sources. Some of these posts are already out, the rest are on the way, one a week, and the list below grows as they publish.
Everything here assumes GAS. If GAS itself is the part you are missing, start with the Gameplay Ability System hub or go straight to Introduction to GAS: The Six Pieces of Unreal's Gameplay Ability System, and come back when the six pieces make sense.
There is no public repository yet. When the framework has a home on GitHub, this page is where I will link it.
A sweetspot is simply one extra capsule and one integer. How rank and group IDs decide which hitbox wins.
The dodge ability grants no invulnerability at all. A notify on the montage does it, and you get perfect dodges almost for free.

