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A high-octane hack-and-slash combat system built in Unreal Engine with C++ Fast, fluid, and brutally stylish—NeonEdge delivers DMC-inspired combat.

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Hack-and-Slash Combat System (Unreal Engine C++)

A modular, high-intensity combat system inspired by Devil May Cry and classic hack-and-slash games, built entirely in C++ for Unreal Engine.

GitHub license
Unreal Engine


🔥 Features

Combo-Based Combat – Light/Heavy attacks, aerial launches, and juggle mechanics.
Dynamic Camera System – Smooth shifts on attacks, hit reactions, and rage-mode post-processing.
Modular Design – Easily extendable for new weapons, enemies, and abilities.
Distance-Matched Locomotion – Fluid start/stop animations with root motion blending.
WIP Boss Fight – Multi-phase enemy with adaptive AI (coming soon!).


🚀 Getting Started

Prerequisites

  • Unreal Engine 5.0+
  • Basic C++ knowledge

Setup

  1. Clone this repository into your UE5 project’s Source folder.
  2. Link the modules in your .Build.cs file.
  3. Derive from the base classes (e.g., UCustomCombatComponent).

🎮 How It Works

Core Systems

  • Combat Flow: Chain attacks into air combos using UAnimMontage and UStateMachine.
  • Camera Logic: UCameraModifier for dynamic framing during combat.
  • Rage Mode: Post-process materials and attack buffs via UGameplayEffect.

Code Examples

// Trigger a launch attack  
void APlayerCharacter::PerformLaunchAttack()  
{  
    if (CombatComponent->CanLaunchEnemy())  
    {  
        PlayAnimMontage(LaunchMontage);  
        CombatComponent->ApplyHitReaction(EHitReactionType::KnockUp);  
    }  
}  

📂 Project Structure

/Source  
├── ActorComponents        # Core combat logic for both player and Enemies  
├── Characters             # Base classes for all kinds of enemies and a base class for player aswell  
├── Interfaces             # All the required interfaces to establish link between different classes
├── Controllers            # all the Enemy AI stuff is taken care of in a base Controller class that is responsible for setting all the variables of the blackboard component in the behaviour tree
├── AnimNotifies           # everything that has to happene in between a montage I have made few simpler AnimNotfies in the Blueprint but most of them are here in this folder 
└── Weapons                # Weapons are seperate actors so that I can easily create different typpes of weapons with similar functionality all deriving from same base class
  

📜 License

MIT License – Use freely, but credit appreciated!


💡 Contributing

Open to PRs for:

  • New weapon types (whips, dual blades).
  • Enhanced camera effects.
  • Boss fight mechanics!

Let’s make combat feel legendary! ⚔️


(Note: This repo contains only C++ code—no UE project files or assets.)


Why This Stands Out

  • Clean, documented C++ for easy integration.
  • Performance-first (no tick-heavy logic).
  • Built for community reuse—adapt it to your game!

Star ⭐ if you find it useful!


Need help? DM me on LinkedIn.

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A high-octane hack-and-slash combat system built in Unreal Engine with C++ Fast, fluid, and brutally stylish—NeonEdge delivers DMC-inspired combat.

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