Space Combat Kit - Now Available!

NOW AVAILABLE!!…ace-combat-kit

Hello there, I’m proud to announce the release of the Space Combat Kit, a 100% blueprint kit which will feature everything you need to get started making your own space combat game, including a fighter, a capital ship, AI, procedural asteroids and more. You can check out the website here:

The kit also incudes models exclusive to this kit from MSGDI, who’s work you can check out here:
The kit is designed so it’s very easy to add new turrets, fighters or capital ships with different weapons loadouts.

Current Feature List:
Firelance]( Capital Ship (model and ShipCapital blueprint - follow splines, or control them directly)
Hawk]( Fighter Ship (model and ShipFighter blueprint - 6DoF movement - third person or cockpit view)
Fighter AI - including avoidance for obstacles
Spline Follower Component - to make capital ships (or anything else you add it too) follow preset flight paths
Turrets - 3 animated turrets and 4 types of AI included (anti-fighter, anti-capital, anti-all, and parentcontrolled)
Weapons - Animated cannons, miniguns, missile launchers and torpedos all included - meshes and blueprints
Instanced Destructible Asteroid Field - spawns hundreds to thousands of destructible instanced asteroids before hurting performance plus six asteroids included
SpaceScape - several premade SpaceScapes (Free program to make your own space backgrounds) and a skybox blueprint with optional asteroids
Cockpit - Interactive joystick included, as well as modular buttons and panels you can add and tie to your own variables
Example Game Mode - Join the space pirates or space cops, and spawn in that teams capital ships animated hangar. AI will spawn too. Take out the enemy teams capital!
BP_ObjectiveMarker - 3D objective marker. Defaults to show friendly and enemy fighters and turrets. Can be disabled or attached to anything else, it’s color changed.
Aim Prediction - Target enemy fighters and get a reticule that positions itself based on where you should fire given the speed of your weapons and target velocity. Highly accurate!
Full VR Support
Observer pawn with camera controls - make your own Battlestar Galactica inspired cuts, tracks and zooms!

Replication - 90% there. Ships and weapons are all replicated, as is spawning. Server browser not included, but not difficult to set up following youtube tutorials.

Tutorials - more soon!

You can view my first tutorial on adding in a new ship (mesh and materials) here:

And my tutorial on setting up a new Fighter (Panther*) with weapons here:

And part one of setting up the Tempest Carrier* mesh and materials here:

And part two where the Tempest Carrier* is set up as a flyable capital ship here:

Many more tutorials will be forth coming, that will be short, sweet, and show how modular and interactive the kit is.

*Not included, video meant to both demonstrate how easy it is to swap in your own ship meshes, and advertise MSGDI’s available ships, who made the ships that come with the kit. The Firelance Cruiser and the Hawk Fighter are included with the Space Combat Kit. Other ships from the same artist are available at

**Documentation (currently WIP)

Support Email:

Future Plans:**
In the future, the kit will be receiving a new fighter, a new cruiser, and a new wave based survival mode completely free! There will also be improvements to the kits UI including a load out screen to select ships and weapons.

Very cool looking!

Can the capital ships function under AI, or are they only splines and direct control?

Currently, the capital ships have AI that directs them to fly along the splines. But they don’t have dynamic AI without splines. This is something I’d like to add in the future. It wouldn’t be too hard to add in theory, to make them able to seek out enemies and orbit them like fighters. I’ll put this on the list!

Capital ships in general will be getting an update that improves their playability in the future. Right now they’re designed to work kind of like Battlestar Galactica - turret platforms that you spawn and launch from. In the future I’ll be adding a new capital ship free of charge - when I add it, I will be giving capital ships an update pass that improves their play ability.

Also, first update is submitted! Should be live soon-ish.

Fixed VR world to meter scale
Improved cockpit - coming very soon I will be updating the cockpit to work with Touch controls due to requests.

>moved ships to instanced materials
>added 6 instanced materials per ship - Red, Yellow, White, Blue, Green, and Black
>improved Overview level - added examples of every ship and material instance, organized
>added StarterLevel

>fixed camera position on demonstration level
>removed stray, unnecessary actors
>removed extra cameras on capital firelance
>misc bug fixes, clean up

Here’s a little preview of an update we’re working on (loadout screen / ship customization) :

Update should come out in late November. Also includes lots of little fixes

Package is good. Maybe i am stupid but when add those fighter ai:s they not move or shoot. Is it some spline stuff or is there system that they follow player?

Here’s a little preview of the new fighter we’re adding soon, completely free to owners of the Space Combat Kit :slight_smile:

We will also be adding a new capital ship!

We’re also likely going to raise the price a little bit when we release this update, since it will have a lot more content. Probably by 10$ or so. So get in now while it’s cheap and get the update for free later!

Hey, sorry about this. The issue is likely that the ships are meant to be launched from a capital ship to “enable” their AI, but there is a bool that controls this “StartsLaunched” on the controllers. If the ships start launched, their AI is ready from the get go.

However, having this on a bool in the controller, and defaulting it to Off wasn’t super intuitive - as ships started disabled until you changed it when placed in the world.

The new update coming forward will fix this so they will start enabled when placed in the world as well as launch properly :slight_smile:

(except capital ships, capital ships are designed to follow splines)

Hi, Any news on the update?

My FPS soon gets very low, I noticed thousands of these in the error log.

Blueprint Runtime Error: Attempted to access Cannon_GEN_VARIABLE_Weapon_CannonPlasmaSFY_C_CAT_12 via property CallFunc_Array_Get_Item, but Cannon_GEN_VARIABLE_Weapon_CannonPlasmaSFY_C_CAT_12 is pending kill from function: ‘ExecuteUbergraph_AICon_6DoFFighterAI’ from node: Set WantsToFire in graph: EventGraph in object: AICon_6DoFFighterAI with description: Attempted to access Cannon_GEN_VARIABLE_Weapon_CannonPlasmaSFY_C_CAT_12 via property CallFunc_Array_Get_Item, but Cannon_GEN_VARIABLE_Weapon_CannonPlasmaSFY_C_CAT_12 is pending kill

Any ideas how I could fix this. Thanks :slight_smile:

Hey, I sent you an email reply.

But this issue will be fixed in 4.19 update which I expect to release next week, along with the new Cruiser, Fighter, and other improvements, like the radar.

Sorry about this error.

It is very pleasing to see some activity on this again.I was sending emial some month or more ago, on StarReaper email (my name is Juris), I wonder if that was ever received? Thank You.

I see recently fighter was added, and price for asset went up. What about other features, that was teased before - more game modes, customization menus? And, is there a chance documentation will be more or less finished, especially AI part (it is empty now)? Thank You.

Is there a discord for this package?

@MixMasta , if you manage to get any kind of communication with author(s) of this asset, please let us know how and where. Thank You.