Soulslike Enemy Combat: Enemy AI for Unreal Engine 5

Documentation Unreal Engine AI Tutorial

Enemy combat AI plugin for Unreal Engine 5.6, 5.7 and 5.8: souls-like enemies that keep their distance, take turns, parry and dodge, set up in Blueprint with no C++, in single player and multiplayer.


Soulslike Enemy Combat AI System (StateTree + GAS) is enemy combat AI for Unreal Engine 5.6, 5.7 and 5.8: tactical movement, scored attacks, reactions, and coordination across a group. Each system stands on its own, so you can take the movement evaluator without the action scoring, or the melee traces without either. Runs on single player, listen server and dedicated server.
New here? Start with Getting Started for a working enemy, then Step-by-Step Enemy to build one properly. Already have a Character and an AI Controller you cannot reparent? Minimal Enemy is the six components that make one fight, with nothing inherited.

At a glance

  • Made for: souls-like, action RPG and melee action games whose enemies have to space out, read the player, take turns and fight back.
  • Engine: Unreal Engine 5.6, 5.7 and 5.8.
  • Setup: Data Assets, Project Settings and Blueprint nodes, with no C++ needed. The full C++ source is included.
  • Decisions: the enemy runs on its own with no StateTree or Behavior Tree authored, or from a StateTree or a Behavior Tree you point it at.
  • Attacks and hits: Gameplay Ability System abilities, swept weapon traces, and guard, parry and block rules.
  • Multiplayer: the server makes every decision, in single player, on a listen server and on a dedicated server (Multiplayer Enemy AI).
  • Included: a demo level with working enemies, weapons and a boss fight, card editors for movesets and reactions, and a guide that lets an AI coding agent build an enemy for you (AI Agent Guide).
  • Not included: player combat. Your player character, its moveset and its camera stay yours, and the enemies fight any pawn you register as a target. Universal Player Combat is the player side of the same family.
  • Get it: Soulslike Enemy Combat on Fab.

Overview Video

Watch the 3.5-minute overview to see the systems at work.

Watch on YouTube

How the pieces connect

Config drives the controller, the controller decides, the pawn holds the movesets and runs the abilities. Switch to Full wiring to see every component, and click one for its resolution chain.
System Architecture
Content>Plugins>SoulslikeEnemyCombat
Step 1/4Load config

On possess, the controller resolves and caches EnemyAIConfig from the pawn or its defaults.

Enemy config → Combat hub· Cached on possession
Enemy config → Brain· Picks the brain
Enemy AI Config
Attacks, reactions, movement
AI Controller
Hub, brain, evaluators
Pawn
Movelists + abilities (replicated)
Step 1 of 4 · Load config
Config → controller (decides) → pawn (replicates). Click the outer edges of the diagram to step back or forward; the center is free for component clicks. Core Architecture

Start here

Building with an AI agent such as Claude Code, Codex or Cursor? The AI Agent Guide hands it the plugin's guide, so it builds an enemy from your own mesh and animations in your open editor.

Guides

One problem each, solved end to end in Blueprint.

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.

📣 Telegraphs

A montage announces an attack at the wind-up, or a state a character is in, so an enemy can answer it.

🎟️ 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 armor, 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.

🎲 Determinism

Seed every roll an enemy makes, so the same fight plays out the same way twice.

🌐 Multiplayer

Replication architecture, server authority, and client-side state.


Reference


Credits

The demo's dash ability and mannequin animation Blueprint are adapted from Epic Games' Lyra Starter Game. Its footstep, hit, swing and dodge sounds come from Lyra Starter Game, and its landing, punch and body fall sounds from the Game Animation Sample, all used under the Unreal Engine EULA.

Support and Resources


Pairs well with

Soulslike Enemy Combat gives your enemies their fight. Universal Player Combat gives the player theirs: combos, equipment, targeting and finishers.