ShiroBlaidd - ACT Combat System

A modular, GAS-powered combat framework that lets designers create flexible attack chains, and let players swap them on-the-fly at runtime for truly dynamic, customizable combat.

Important: This plugin requires Gameplay Ability System and Enhanced Input plugins to be enabled. You will need to make sure both are enabled before enabling this plugin.

Video showcase: https://youtu.be/WafBg33WfwM


For Designers & Developers:

  • Build multiple attack chains and bind them to any input (LMB, RMB, Q, E, 1-5, custom keys, etc.)

  • Set chain length and sequence easily in the editor, no heavy scripting required

  • Create and add new Gameplay Abilities rapidly by creating child BP classes of a provided Base Ability

For Players:

  • Swap attacks within any attack chain during gameplay via an in-game menu (default bound to 'I')

  • Execute abilities instantly from a quick-access menu (default bound to 'Z')

This plugin provides the foundation: core logic, combo indexing, runtime editing, 2 menus, a basic sphere overlap, and is replicated.

It does not include built-in attributes, damage, cooldowns, costs or advanced effects to allow for more flexibility (so you can implement them with/out GAS or however you'd like).

Perfect for action RPGs, fighting games, or any project that requires customizable melee\ranged combat.

If you've played action RPGs like The Witcher (no affiliation, just an example) or similar titles and wished you could dynamically change your light/heavy attack sequences mid-game, this plugin enables exactly that.

See the full Documentation Link below for detailed setup, Blueprint/C++ workflows, and integration tips.