Souls-like Enemy Combat in Unreal Engine 5: Where to Start

Documentation Unreal Engine AI Tutorial

What a Dark Souls style melee enemy needs in Unreal Engine 5 (senses, spacing, readable attacks, parries and dodges, group turns, bosses) and the Soulslike Enemy Combat page that sets up each one in Blueprint.


A souls-like fight lives or dies on its enemies: they read the player, hold their distance, telegraph their swings, punish mistakes and take turns. This page lists what a Dark Souls style enemy needs in Unreal Engine 5 and the Soulslike Enemy Combat page that builds each part.
Soulslike Enemy Combat covers the enemy side of the fight for Unreal Engine 5.6, 5.7 and 5.8, in single player and multiplayer. You set it up with Data Assets, Project Settings and Blueprint; no C++. The player's own moveset, camera and lock-on stay yours to build or bring.

Start with one enemy

You wantPage
A working enemy in a few minutesGetting Started
A full enemy built end to end: moveset, combo, weaponStep-by-Step Enemy
Your own Character and AI Controller, with nothing inheritedMinimal Enemy
An AI coding agent such as Claude Code, Codex or Cursor to build it for youAI Agent Guide

What a souls-like enemy needs

Part of the fightWhat the enemy doesPage
SensesSpots you on sight, hears what it cannot see, searches where you went, gives up when the trail goes coldAwareness System
Its own groundPatrols its posts and stops chasing at a leash you setTerritory & Patrols
SpacingStrafes, circles and holds the range its moveset wants, instead of walking straight at youTactical Enemy Movement
A movesetPicks the right attack for the distance, angle and health, with combos and cooldownsAction System
Readable attacksAnnounces a swing on its wind-up, so the player can reactTelegraphs
Hits that landSwept weapon traces on the attack, with damage per windowMelee Trace
DefenseParries, dodges, blocks and counters what you throw at itEnemies That Parry, Dodge and Counter
Health and staminaPools that kill at zero or refill on their ownVitals
Group fightsOne enemy swings while the rest circle and wait their turnEnemies That Take Turns Attacking
WeaponsSpawns holding a weapon and fights from its movesetWeapons

Bosses

A boss is an enemy with more health, the Elite role, and a second moveset it switches to at a health threshold you pick. Souls-like Boss Fights sets one up with its arena, its health bar and attacks that read the player, and Common Patterns has the numbers for a boss, a grunt, a duelist, an archer and more, ready to type in.

Common questions

Is it a full souls-like template? It covers the enemies. Your player character, its attacks and its camera are separate, and the enemies fight any pawn you register as a target.
Does it use Behavior Trees or StateTree? Either. Point the enemy at a StateTree for patrol, investigate, fight and return as visible states, or drive it from a Behavior Tree.
Does it work in multiplayer? Yes. The server decides, and clients receive the health, action, role and weapon state. See Multiplayer Enemy AI.
How many enemies can run at once? See Performance for the measured cost and the settings that cut it.

PageWhy
Core ArchitectureWhich piece decides, which replicates, and how they connect
Configuration ReferenceEvery setting and the one place you set it
Debugging & TroubleshootingThe symptom, its cause and the fix