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

Documentation Unreal Engine Player Combat Tutorial

What a Dark Souls style player character needs in Unreal Engine 5 (combos that commit, stamina, a dodge, lock-on, block and parry, poise, executions, weapons and potions) and the Universal Player Combat page that sets up each one in Blueprint.


Universal Player Combat builds the player side of a souls-like fight for Unreal Engine 5.6, 5.7 and 5.8, from data assets and Blueprint. Enemy AI is yours to build or bring.

Build it in this order

The demo player has every part below, so each row works on its own. The order runs from the demo to a first combo to a character of your own.
Part of the fightPage
The demo's Soulslike arena: two swords, a boss and its executionGetting Started
Light and heavy combos that commitFirst Combo, Action Graph
A character of your ownCharacter Setup
The feel: facing where you move, attacks where you faceCombat Styles
Stamina each attack spendsVitals, Costs
A dodge with invincibility framesPatterns
Block and parry, with a sword or a shieldPatterns, Defense
Lock-on, a flick to switch, a camera framing itTargeting, Camera
Swings that turn to the target and close inAttack Steering
Hits, damage, hit stop and impact effectsMelee Trace, Damage
Poise, flinches and hyper armorHit Reactions
Executions and countersPaired Actions
Weapons to draw, sheathe and swapEquipment, Quick Bar
A healing potion on the beltInventory
Warnings over enemy swingsTelegraphs
A ragdoll on deathPhysical Reactions
Stamina bars and key promptsHUD

Common questions

Is it a full souls-like template? It covers the player: moves, weapons, items, defense, lock-on, camera and interaction. The demo adds enemies and a boss built on the same parts.
Does it work in multiplayer? Yes, on listen and dedicated servers (Multiplayer).
Can I use my own character and animations? Yes: Character Setup and your own animations.
Can an AI agent build it? The AI Agent Guide lets Claude Code, Codex or Cursor build a player from your mesh and animations.