Soulslike Enemy Combat: Full Documentation
Complete technical reference for the SoulslikeEnemyCombat Unreal Engine plugin: tutorials, API reference, and examples.
How the pieces connect
On possess, the controller resolves and caches EnemyAIConfig from the pawn or its defaults.
Start here
Getting Started
Installation, quick start, and your first enemy in 10 minutes.
Step-by-Step Enemy
Comprehensive guide to creating a complete enemy from scratch.
Minimal Enemy
The six components that make an enemy fight, on a pawn and controller of your own.
The systems
🎯 Movement System
Tactical positioning, strafing, distance maintenance, pawn avoidance.
⚔️ Action System
Scoring-based action selection, cooldowns, Ability/BT execution.
🗺️ Action Set Editor
Lay a moveset out as cards, wire combos, and watch the AI decide while the game runs.
📣 Attack Telegraphs
An attack announces itself at the wind-up, so an enemy can answer before the blow lands.
🎟️ Combat Tokens
Cap how many enemies may attack one target at once, so a crowd takes turns.
🛡️ Reaction System
Event-driven parry, dodge, and counter reactions to game stimuli.
🎖️ Combat Roles
Multi-enemy coordination with Attacker, Flanker, Waiter roles.
🎯 Targeting System
Which target an enemy picks, and who takes over when one dies in co-op.
👁️ Threat Detection
Track player camera attention and react when observed.
🧠 Awareness System
Per-AI perception memory; enemies engage only what they have sensed.
🗡️ Melee Trace
Frame-rate independent hit detection with swept traces.
🛡️ Defense System
Parries, blocks, invulnerability frames and armour, answering what an incoming hit is worth.
⚔️ Weapons
Equippable weapons that bring their own trace sockets, action sets and defenses.
❤️ Vitals
Health, stamina, and stance pools that gate and score what an enemy does.
🎬 Animation Integration
Gameplay tags wired to anim Blueprint bools, loose tags held for a montage window.
⚙️ Configuration Reference
All data assets: ActionSets, Profiles, Damage Configs.
🌐 Multiplayer
Replication architecture, server authority, and client-side state.
Reference
🌳 StateTree
The tasks and conditions the plugin ships, and the graph they run in.
🏛️ Core Architecture
The StateTree + Behavior Tree hybrid, and the map of every system.
🧩 Patterns
Recipes for a grunt, a duellist, an archer and a boss.
🔧 Troubleshooting
The symptom you are looking at, its cause, and the fix. Plus every debug switch.
📊 Performance
What each system costs per enemy, and which knobs bring it down.
📚 API Reference
Classes, components and Blueprint nodes the plugin exposes.

