Video summary

Souls Like Melee Combat System Overview - Unreal Engine 5

Main summary

Key takeaways

Technology

Summary of the Course Preview (Tech Overview + Feature List)

This video previews an upcoming Souls-like melee combat system course built in Unreal Engine 5, demonstrating many gameplay systems and how to implement them (with time stamps referenced). The creator notes that character models won’t be included, but most animations (~90%) will be, and animations for each feature will be provided (some may come from Marketplace assets). A future full-project demo is also mentioned.

Main Systems Showcased / Taught

Backstab + Stealth Kill System

  • If the player is behind an unaware enemy, the player can perform an instant stealth kill / backstab.

Blocking System

  • Holding a shield button enables blocking.
  • Blocking only reduces damage if the player is facing the enemy.
  • If not facing the enemy, the player still takes damage.

Parry → Critical Attack (“Riposte” / Critical System)

  • The player can parry an enemy attack.
  • After a successful parry, the player can perform a critical damage attack.
  • Critical attacks can kill enemies depending on the setup.

Weapon System (Multiple Weapon Types)

  • Fists
  • 1-handed sword / normal weapons
  • 2-handed weapons
    • Separate animations (including different heavy attack animations)
  • Dual swords
    • Unique combo behavior

Combo System (Light/Heavy + Context Animations)

  • Separate combos for light and heavy attacks.
  • Animations change based on player state, including:
    • Running/sprinting attacks
    • Attacks while falling

Boss Battle System

  • The boss has multiple attack patterns, including:
    • An air/launcher attack triggered by player distance
    • Knockback reactions: some attacks knock the player back instead of standard hit reactions
    • Additional light attacks, heavy attacks, and other named/varied attack types

Directional Hit Reactions

  • Enemy reactions depend on where the hit comes from:
    • Front vs back vs left vs right

Enemy AI

  • Enemies perform light attacks based on range.
  • There’s a chance to execute an aerial leap/leap attack when the player is at certain distance.
  • Enemy behavior is compatible with:
    • Parries
    • Stealth kills
    • Normal kills

Equipment System (Damage Mitigation)

  • With no armor, the player takes more damage.
  • Equipping armor reduces damage taken.

Patrol System with Line-of-Sight Behavior

  • Enemies patrol across multiple map points.
  • If the player enters an enemy’s line of sight:
    • Patrol is interrupted
    • The enemy switches to chasing
  • If the player is lost for about 5 seconds, the enemy returns to patrolling.

Potion Drinking / Healing System

  • Healing occurs when the player drinks a potion.
  • If the player tries to drink while damaged/under attack, potion use is prevented.
    • The player must escape and drink safely.

Directional Rolling + Dodge Invulnerability Frames (I-frames)

  • Roll direction depends on movement/aiming:
    • Free roll in the direction faced/moving
    • When locked onto an enemy, dodge includes back/left/right/forward rolls
  • I-frames are implemented during specific animation frames so the player can’t be hit then.

Equip/Unequip Animations + Weapon Attachment Points

  • Weapon draw/sheathing triggers dedicated animations.
  • Weapon visuals attach to body locations, for example:
    • 2-handed weapon attaches to the back
  • Animations also adjust while running with equipped weapons.

Targeting / Lock-On System

  • The player can lock onto enemies and switch targets.
  • Character orientation adapts to the locked target.

Stamina System

  • Stamina drains on:
    • Attacks
    • Sprinting
    • Blocking
    • Special attacks (e.g., aerial leap costs more stamina)
  • Stamina drain is action-dependent and customizable.

Bonfire / Checkpoint System

  • Lighting a bonfire enables actions like:
    • Rest (full heal)
    • Leave
  • On death/respawn, the player returns to the latest bonfire checkpoint.

UI Updates + Integration

  • HUD displays currently held weapon(s).
  • HUD updates when pickups occur.

Basic Controller Support

  • Controller input support is included.

Demo Segment (Mini Playthrough)

A small project/demo shows the systems working together:

  • Pick up new gear (auto-equipping).
  • Move through a map area:
    • Enemies can be backstabbed/stealth killed when unaware.
    • If enemies recognize you: use blocking, attempt parries, and land critical attacks.
  • Use healing after fights.
  • Place and use a campfire (healing + respawn logic implied).
  • Reach a boss (boss music plays).

Main Speakers / Sources

  • Primary speaker: The course creator/host (unnamed in the subtitles), demonstrating and explaining the UE5 Souls-like melee combat systems.

Rate this summary

Your feedback will help improve summaries.

Improve this summary

Reprocess with a stronger model when the summary feels incomplete or inaccurate.

Pro

Translate summary in another language

Pro

Ask questions to this video

Chat for follow-up questions, clarifications, and source-backed answers.

Coming soon

Share this summary

Original video