Hakan Erunsal - Soulslike Enemy Combat

Documentation

SoulslikeEnemyCombat is a production-ready AI combat plugin. It provides intelligent, tactical enemy behavior and movement for souls-like and action RPG games through a modular data-driven component system. Includes a fully functional demo, study it, extend it, and create your own combat encounters in hours instead of weeks.

This plugin implements the industry-standard approach used in AAA action games, separating high-level AI strategy (StateTree) from granular action execution (Behavior Trees/Gameplay Abilities).

The result? Scalable, maintainable AI that works for both simple enemy crowds and complex boss encounters.

Who This Is For

  • Developers creating souls-like, action RPG, or tactical combat games

  • Teams needing production-ready AI without building from scratch

  • Designers who want data-driven AI configuration without code

  • Projects using Gameplay Ability System (GAS) for combat

What's Included

  • Complete C++ source code

  • Blueprint-compatible components and tasks

  • Demo level with fully functional enemy

  • Example weapons, abilities, and action configurations

  • StateTree and Behavior Tree integration

  • Comprehensive documentation

What SoulslikeEnemyCombat IS:

Production-Ready Enemy AI - Intelligent, tactical combat behaviors ready to ship
Modular Component System - Mix and match components for different enemy types
Data-Driven Configuration - Designers tune behavior without touching code
Blueprint-Friendly - Full Blueprint support, C++ source included for extension
Demo-Included - Working enemy in a demo level to study and extend
Professionally Architected - AAA-standard StateTree/BT hybrid approach

What It's NOT (Yet):

NOT a Complete Game Template - This is a combat AI system, not a full game
NOT Player Character Combat - Focused on enemy AI (player components coming in roadmap)
NOT Multiplayer-Ready - Currently single-player focused (replication support planned)

⚙️ Required Plugins

  • GameplayAbilities - Core ability system framework

  • StateTree - AI behavior framework

  • GameplayStateTree - StateTree + Gameplay Abilities integration

  • MotionWarping - Target-based root motion warping for attacks

  • AnimationLocomotionLibrary - Smooth locomotion blending (example content)

  • AnimationWarping - Animation warping nodes (example content)