<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Quod Soler, combat architecture for Unreal Engine</title><description>How combat gets built in Unreal Engine 5: hitboxes, i-frames, input buffering, damage, enemy reactions. From a Lead Gameplay Programmer with 11 shipped games.</description><link>https://www.quodsoler.com</link><item><title>Dashes and Knockbacks with Root Motion Sources</title><link>https://www.quodsoler.com/blog/dashes-and-knockbacks-with-root-motion-sources</link><guid isPermaLink="true">https://www.quodsoler.com/blog/dashes-and-knockbacks-with-root-motion-sources</guid><description>ApplyRootMotion tasks in GAS: how they inject an FRootMotionSource into the movement component, how a dash predicts, and how to avoid the finish skid.</description><pubDate>Sat, 05 Sep 2026 00:00:00 GMT</pubDate></item><item><title>PlayMontageAndWait in GAS: Montage Replication</title><link>https://www.quodsoler.com/blog/play-montages-through-the-asc-not-the-anim-instance</link><guid isPermaLink="true">https://www.quodsoler.com/blog/play-montages-through-the-asc-not-the-anim-instance</guid><description>How GAS replicates montages: what PlayMontageAndWait really does, the OnBlendOut vs OnCompleted trap, and why Montage_Play never reaches simulated proxies.</description><pubDate>Sat, 29 Aug 2026 00:00:00 GMT</pubDate></item><item><title>How Enemies Decide to Dodge</title><link>https://www.quodsoler.com/blog/how-enemies-decide-to-dodge</link><guid isPermaLink="true">https://www.quodsoler.com/blog/how-enemies-decide-to-dodge</guid><description>Enemy dodges with GAS and behavior trees: a dodge chance attribute, a roll-under decorator, and a stacking effect so they get harder to hit mid-combo.</description><pubDate>Sat, 22 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Building Souls-Style Input Buffering on Top of GAS</title><link>https://www.quodsoler.com/blog/building-souls-style-input-buffering-on-top-of-gas</link><guid isPermaLink="true">https://www.quodsoler.com/blog/building-souls-style-input-buffering-on-top-of-gas</guid><description>GAS has no input buffering built in, so let&apos;s build it: gameplay events, a try-then-buffer component, a gate tag, anim notify windows and a drain function.</description><pubDate>Sat, 15 Aug 2026 00:00:00 GMT</pubDate></item><item><title>MMCs and Executions in GAS: Count the Outputs, Not the Inputs</title><link>https://www.quodsoler.com/blog/mmcs-and-executions-in-gas-count-the-outputs-not-the-inputs</link><guid isPermaLink="true">https://www.quodsoler.com/blog/mmcs-and-executions-in-gas-count-the-outputs-not-the-inputs</guid><description>When an MMC is enough, when you need an Execution Calculation, how attribute capture and bSnapshot actually work, and a damage pipeline built end to end.</description><pubDate>Sat, 08 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Dodge i-Frames with GAS: Anim Notify Windows and Perfect Dodges</title><link>https://www.quodsoler.com/blog/i-frames-are-animation-data-not-code</link><guid isPermaLink="true">https://www.quodsoler.com/blog/i-frames-are-animation-data-not-code</guid><description>Dodge i-frames with GAS: an anim notify state applies an infinite effect, the damage pipeline checks one tag, and perfect dodges come almost for free.</description><pubDate>Fri, 31 Jul 2026 00:00:00 GMT</pubDate></item><item><title>Hitbox Rank and Group: Sweetspots Without Scripting</title><link>https://www.quodsoler.com/blog/hitbox-rank-and-group-sweetspots-without-scripting</link><guid isPermaLink="true">https://www.quodsoler.com/blog/hitbox-rank-and-group-sweetspots-without-scripting</guid><description>How I author melee hitboxes in my Quod Combat Framework: socket-to-socket capsules, rank and group IDs that make sweetspots pure data, multi-hit policies.</description><pubDate>Sat, 25 Jul 2026 00:00:00 GMT</pubDate></item><item><title>Unreal Engine Gameplay Ability System (GAS): Introduction</title><link>https://www.quodsoler.com/blog/introduction-to-gas-the-six-pieces-of-unreals-gameplay-ability-system</link><guid isPermaLink="true">https://www.quodsoler.com/blog/introduction-to-gas-the-six-pieces-of-unreals-gameplay-ability-system</guid><description>GAS is Unreal Engine&apos;s framework for abilities, stats and effects. Its six pieces, one attack traced through them, and three rules that prevent most bugs.</description><pubDate>Fri, 17 Jul 2026 00:00:00 GMT</pubDate></item><item><title>GiveAbilityAndActivateOnce: One-Shot Abilities Without the Cleanup</title><link>https://www.quodsoler.com/blog/give-ability-and-activate-once-one-shot-abilities-without-the-cleanup</link><guid isPermaLink="true">https://www.quodsoler.com/blog/give-ability-and-activate-once-one-shot-abilities-without-the-cleanup</guid><description>GiveAbilityAndActivateOnce grants a GAS ability, runs it once and removes the spec by itself, even if latent. When to use it, and a knockdown example.</description><pubDate>Sun, 12 Jul 2026 10:01:00 GMT</pubDate></item><item><title>UE5 Save Game System in Blueprint: A Simple Setup</title><link>https://www.quodsoler.com/blog/how-to-build-an-unreal-save-system-in-10-minutes-using-only-blueprint</link><guid isPermaLink="true">https://www.quodsoler.com/blog/how-to-build-an-unreal-save-system-in-10-minutes-using-only-blueprint</guid><description>How to create a simple Unreal Engine Save System using Blueprint in 10 minutes: create a Save Object, set its values and save it to disk. Quite simple.</description><pubDate>Sun, 29 Mar 2026 09:49:13 GMT</pubDate></item><item><title>UE5 Gameplay Effect Components: Setup and Stacking</title><link>https://www.quodsoler.com/blog/how-to-use-gameplay-effect-components-in-unreal-engine-5</link><guid isPermaLink="true">https://www.quodsoler.com/blog/how-to-use-gameplay-effect-components-in-unreal-engine-5</guid><description>Gameplay Effect Components in Unreal Engine 5: what the built-in components do, plus how Duration Policy and stacking actually work.</description><pubDate>Sun, 22 Mar 2026 23:59:32 GMT</pubDate></item><item><title>Motion Warping in UE5: Blueprint Setup and Fixes</title><link>https://www.quodsoler.com/blog/motion-warping-character-attacks-using-blueprints-no-c-required</link><guid isPermaLink="true">https://www.quodsoler.com/blog/motion-warping-character-attacks-using-blueprints-no-c-required</guid><description>How to use Motion Warping in UE5 with Blueprints: warp targets, animation notifies, and smooth character movement for attacks and traversal. No C++ needed.</description><pubDate>Sun, 22 Mar 2026 23:59:32 GMT</pubDate></item><item><title>Hard and Soft Object References in UE5</title><link>https://www.quodsoler.com/blog/understanding-hard-references-and-soft-references-in-unreal-engine</link><guid isPermaLink="true">https://www.quodsoler.com/blog/understanding-hard-references-and-soft-references-in-unreal-engine</guid><description>Hard references vs soft references in Unreal Engine explained: when to use each one, how they affect memory and load times, and best practices for UE5.</description><pubDate>Sun, 22 Mar 2026 23:59:32 GMT</pubDate></item><item><title>UE5 Data Tables: Create and Read Rows in Blueprint and C++</title><link>https://www.quodsoler.com/blog/using-datatables-to-store-game-data</link><guid isPermaLink="true">https://www.quodsoler.com/blog/using-datatables-to-store-game-data</guid><description>Learn how to use Data Tables in Unreal Engine 5 to store and manage game data. Step-by-step guide covering setup, row structs, and querying data at runtime.</description><pubDate>Sun, 22 Mar 2026 23:59:32 GMT</pubDate></item><item><title>UE5 Level Instances: Loading Levels in Blueprint and C++</title><link>https://www.quodsoler.com/blog/using-dynamic-level-instances-to-create-procedural-levels-in-unreal-engine-5</link><guid isPermaLink="true">https://www.quodsoler.com/blog/using-dynamic-level-instances-to-create-procedural-levels-in-unreal-engine-5</guid><description>Create procedural levels in UE5 with dynamic level instances and ULevelStreamingDynamic. Blueprint and C++ examples for runtime level generation.</description><pubDate>Sun, 22 Mar 2026 23:59:32 GMT</pubDate></item><item><title>How to Increase FPS in Unreal Engine 5</title><link>https://www.quodsoler.com/blog/achieving-more-than-1000-fps-in-an-unreal-engine-5-project</link><guid isPermaLink="true">https://www.quodsoler.com/blog/achieving-more-than-1000-fps-in-an-unreal-engine-5-project</guid><description>How to push Unreal Engine 5 past 1000 FPS, even on an integrated GPU: turn off Lumen and Nanite, use the Mobile or DX11 Forward renderer, use lightmaps.</description><pubDate>Sat, 17 Jan 2026 10:59:08 GMT</pubDate></item><item><title>Best Udemy Unreal Engine Courses: Blueprint, C++ and Gameplay Abilities</title><link>https://www.quodsoler.com/blog/best-udemy-unreal-engine-courses</link><guid isPermaLink="true">https://www.quodsoler.com/blog/best-udemy-unreal-engine-courses</guid><description>A short list of Unreal Engine courses on Udemy worth your time, including Stephen Ulibarri&apos;s GAS RPG course, sorted by Blueprint, C++ and Gameplay Abilities.</description><pubDate>Sat, 17 Jan 2026 10:59:08 GMT</pubDate></item><item><title>How to Fix Crashes in Unreal Engine 5 Games on Intel i7-13700K and i9-13900K Series</title><link>https://www.quodsoler.com/blog/how-to-fix-crashes-in-unreal-engine5-games-on-intel-i7-13700k-and-i9-13900k-series</link><guid isPermaLink="true">https://www.quodsoler.com/blog/how-to-fix-crashes-in-unreal-engine5-games-on-intel-i7-13700k-and-i9-13900k-series</guid><description>Some intel CPUs crash when under high load in new Unreal Engine 5 games. In this post you will learn how to fix these issues.</description><pubDate>Tue, 20 Aug 2024 18:50:54 GMT</pubDate></item><item><title>10 GAS Ability Tasks: PlayMontageAndWait and More</title><link>https://www.quodsoler.com/blog/from-wait-delays-to-play-montage-10-useful-gas-ability-tasks</link><guid isPermaLink="true">https://www.quodsoler.com/blog/from-wait-delays-to-play-montage-10-useful-gas-ability-tasks</guid><description>The Ability Tasks I reach for most in Unreal&apos;s Gameplay Ability System (GAS): Wait Delay, Wait for Attribute Change, Play Montage and Wait, and more.</description><pubDate>Fri, 12 Apr 2024 08:11:37 GMT</pubDate></item><item><title>Learning about Ability Instancing Policy in GAS</title><link>https://www.quodsoler.com/blog/learning-about-ability-instancing-policy-in-gas</link><guid isPermaLink="true">https://www.quodsoler.com/blog/learning-about-ability-instancing-policy-in-gas</guid><description>GAS Ability Instancing Policy: Non Instanced, Instanced Per Actor and Instanced Per Execution, what state each can store, and why I start with Per Actor.</description><pubDate>Mon, 05 Feb 2024 08:01:44 GMT</pubDate></item><item><title>Top Games Like The Exit 8 for Observation Horror Fans</title><link>https://www.quodsoler.com/blog/top-games-like-the-exit-8-for-observation-horror-fans</link><guid isPermaLink="true">https://www.quodsoler.com/blog/top-games-like-the-exit-8-for-observation-horror-fans</guid><description>The Exit 8 is an Unreal Engine game that puts a twist on the &quot;find the differences&quot; horror genre. Here are five games like The Exit 8 to play next.</description><pubDate>Thu, 25 Jan 2024 16:54:49 GMT</pubDate></item><item><title>Palworld Launch Analysis: A Deep Dive into Follower and Wishlist Impact on Game Success</title><link>https://www.quodsoler.com/blog/palworld-launch-analysis-a-deep-dive-into-follower-and-wishlist-impact-on-game-success</link><guid isPermaLink="true">https://www.quodsoler.com/blog/palworld-launch-analysis-a-deep-dive-into-follower-and-wishlist-impact-on-game-success</guid><description>Could Palworld&apos;s launch have been predicted from its Steam wishlists and followers? The numbers behind the launch, and why the real success came after it.</description><pubDate>Wed, 24 Jan 2024 23:28:33 GMT</pubDate></item><item><title>I Made a Steam Game in 60 Hours with Unreal Blueprints</title><link>https://www.quodsoler.com/blog/i-created-a-steam-game-in-60-hours-using-blueprint-here-is-what-i-learned</link><guid isPermaLink="true">https://www.quodsoler.com/blog/i-created-a-steam-game-in-60-hours-using-blueprint-here-is-what-i-learned</guid><description>I created a steam game in 60 hours using Blueprints and Unreal Engine 5.</description><pubDate>Tue, 16 Jan 2024 10:19:58 GMT</pubDate></item><item><title>Customize your Unreal Class Icons</title><link>https://www.quodsoler.com/blog/customize-your-unreal-class-icons</link><guid isPermaLink="true">https://www.quodsoler.com/blog/customize-your-unreal-class-icons</guid><description>Use your own icons to customize how Unreal Engine classes look and feel.</description><pubDate>Tue, 16 Jan 2024 08:24:44 GMT</pubDate></item><item><title>Best Unreal Engine Plugins to speed up your Development Time</title><link>https://www.quodsoler.com/blog/best-unreal-engine-plugins-to-speed-up-your-development-time</link><guid isPermaLink="true">https://www.quodsoler.com/blog/best-unreal-engine-plugins-to-speed-up-your-development-time</guid><description>A list of Unreal Engine plugins that save development time, from small workflow helpers to full systems you would otherwise build yourself.</description><pubDate>Tue, 16 Jan 2024 08:04:36 GMT</pubDate></item><item><title>10 Games Made With Unreal Engine 5</title><link>https://www.quodsoler.com/blog/10-games-made-with-unreal-engine-5</link><guid isPermaLink="true">https://www.quodsoler.com/blog/10-games-made-with-unreal-engine-5</guid><description>Ten games built with Unreal Engine 5, from Lords of the Fallen to TEKKEN 8, and what the engine brings to each.</description><pubDate>Sun, 14 Jan 2024 15:44:29 GMT</pubDate></item><item><title>GAS Attribute Sets: Create Attributes in Unreal Engine</title><link>https://www.quodsoler.com/blog/how-to-create-attribute-sets-using-unreal-gameplay-ability-system</link><guid isPermaLink="true">https://www.quodsoler.com/blog/how-to-create-attribute-sets-using-unreal-gameplay-ability-system</guid><description>Gameplay Ability System Documentation on how to create Attribute Sets to hold your character stats</description><pubDate>Thu, 11 Jan 2024 21:19:31 GMT</pubDate></item><item><title>Gameplay Effect Duration in GAS: Policies and Period</title><link>https://www.quodsoler.com/blog/making-sense-of-gameplay-effect-durations</link><guid isPermaLink="true">https://www.quodsoler.com/blog/making-sense-of-gameplay-effect-durations</guid><description>Learn about the different duration policies of Gameplay Effects from the Unreal Gameplay Ability System.</description><pubDate>Thu, 11 Jan 2024 21:19:31 GMT</pubDate></item><item><title>UE5 Gameplay Tags: Store and Query Game State</title><link>https://www.quodsoler.com/blog/using-gameplay-tags-to-store-game-state</link><guid isPermaLink="true">https://www.quodsoler.com/blog/using-gameplay-tags-to-store-game-state</guid><description>Storing state in Gameplay Tags makes it easier to create interesting gameplay. It also lets you author data inside the editor without writing extra code.</description><pubDate>Thu, 11 Jan 2024 21:19:31 GMT</pubDate></item><item><title>How to create an Unreal Engine Plugin: A Step-By-Step Guide with Examples</title><link>https://www.quodsoler.com/blog/how-to-create-an-unreal-engine-plugin-a-step-by-step-guide-with-examples</link><guid isPermaLink="true">https://www.quodsoler.com/blog/how-to-create-an-unreal-engine-plugin-a-step-by-step-guide-with-examples</guid><description>A step-by-step guide to building your own Unreal Engine plugin: setting up the module, picking a loading phase, and where your code goes.</description><pubDate>Thu, 11 Jan 2024 21:18:14 GMT</pubDate></item><item><title>Crafting Dynamic Poison &amp; Antidote Mechanics with Unreal Engine 5.3 Modular Gameplay Effects</title><link>https://www.quodsoler.com/blog/crafting-dynamic-poison-antidote-mechanics-with-unreal-engine-5-3-modular-gameplay-effects</link><guid isPermaLink="true">https://www.quodsoler.com/blog/crafting-dynamic-poison-antidote-mechanics-with-unreal-engine-5-3-modular-gameplay-effects</guid><description>How to create a Poison Gameplay Effect and an Antidote that counters it, using Unreal Engine 5.3 modular gameplay effects. Notes for older versions too.</description><pubDate>Thu, 17 Aug 2023 07:15:12 GMT</pubDate></item><item><title>UE5 IK Retargeting: Set Up an IK Rig and IK Retargeter</title><link>https://www.quodsoler.com/blog/mastering-ik-retargeting-how-to-efficiently-share-animations-in-unreal-engine</link><guid isPermaLink="true">https://www.quodsoler.com/blog/mastering-ik-retargeting-how-to-efficiently-share-animations-in-unreal-engine</guid><description>Learn how to use the IK Retargeting system in Unreal to share animations between characters.</description><pubDate>Sat, 08 Jul 2023 22:46:30 GMT</pubDate></item><item><title>Unreal Engine Component Visualizers: FComponentVisualizer</title><link>https://www.quodsoler.com/blog/unreal-engine-component-visualizers-unleashing-the-power-of-editor-debug-visualization</link><guid isPermaLink="true">https://www.quodsoler.com/blog/unreal-engine-component-visualizers-unleashing-the-power-of-editor-debug-visualization</guid><description>Component Visualizers are UE5 editor tools to draw and interact with your components in the viewport. How to write one and how they speed up debugging.</description><pubDate>Sat, 13 May 2023 17:48:26 GMT</pubDate></item><item><title>Intro to Unreal Procedural Content Generation Framework</title><link>https://www.quodsoler.com/blog/intro-to-unreal-procedural-content-generation-framework</link><guid isPermaLink="true">https://www.quodsoler.com/blog/intro-to-unreal-procedural-content-generation-framework</guid><description>Learn the basics of the new Unreal 5.2 way to create procedural content in a visual scripted way</description><pubDate>Mon, 10 Apr 2023 15:41:58 GMT</pubDate></item><item><title>Unreal GAS Documentation: Guides, Talks and Source Code</title><link>https://www.quodsoler.com/blog/unreal-gameplay-abilities-system-list-of-resources</link><guid isPermaLink="true">https://www.quodsoler.com/blog/unreal-gameplay-abilities-system-list-of-resources</guid><description>Epic&apos;s Gameplay Ability System documentation is thin. Here are the GAS docs, guides, talks and sample projects I point people to when they get stuck.</description><pubDate>Thu, 09 Mar 2023 19:41:17 GMT</pubDate></item><item><title>Complex Character Interactions in Shadow of War</title><link>https://www.quodsoler.com/blog/complex-character-interactions-in-shadow-of-war-2</link><guid isPermaLink="true">https://www.quodsoler.com/blog/complex-character-interactions-in-shadow-of-war-2</guid><description>Animating complex character interactions is hard. In Shadow of War, takedowns and finishers need two characters in sync. Here is the pipeline they use.</description><pubDate>Thu, 05 Jan 2023 17:28:41 GMT</pubDate></item><item><title>How Game Designers need to validate their ideas</title><link>https://www.quodsoler.com/blog/how-game-designers-need-to-validate-their-ideas-2</link><guid isPermaLink="true">https://www.quodsoler.com/blog/how-game-designers-need-to-validate-their-ideas-2</guid><description>Horizon Zero Dawn shipped to acclaim. Two years before launch, testers called it &apos;BEYOND DISAPPOINTING&apos;. Eric Boltjes of Guerrilla on why design is hard.</description><pubDate>Thu, 05 Jan 2023 17:28:41 GMT</pubDate></item><item><title>Prototyping in Horizon Zero Dawn</title><link>https://www.quodsoler.com/blog/prototyping-in-horizon-zero-dawn-2</link><guid isPermaLink="true">https://www.quodsoler.com/blog/prototyping-in-horizon-zero-dawn-2</guid><description>Horizon Zero Dawn started with a small team. Here is how they prototyped and iterated their way to the game&apos;s mechanics.</description><pubDate>Thu, 05 Jan 2023 17:28:41 GMT</pubDate></item><item><title>The Modular Level Design of Fallout 4</title><link>https://www.quodsoler.com/blog/the-modular-level-design-of-fallout-4</link><guid isPermaLink="true">https://www.quodsoler.com/blog/the-modular-level-design-of-fallout-4</guid><description>Fallout 4 builds its levels from modular kits: complex levels with less effort, and a few ways to keep a kit from looking repetitive.</description><pubDate>Thu, 05 Jan 2023 16:25:06 GMT</pubDate></item></channel></rss>