This Combat System Doesn’t Use Combos the Way You Think (UE5)

This Combat System Doesn’t Use Combos the Way You Think (UE5)

This video showcases an early prototype of a modular combat system I’m Developing in Unreal Engine 5.6 for my project Omega Paradox. The focus is not on animations or predefined attack chains, but on building a flexible and scalable combat architecture from scratch. At the core of the system: • Input buffering system that captures player intent during ongoing actions • Snapshot (cached input) and consume logic driven by animation notify windows • Combo branching system (Light → Heavy / Heavy → Light) handled dynamically • State-driven combat flow instead of hardcoded sequences • Fully modular component-based architecture (Controller → Character → Components separation) The system is designed to be: • Scalable for future features (abilities, AI, multiplayer) • Deterministic and timing-based • Reusable across different characters and contexts Additional systems already integrated: • Dodge mechanics • Soft and hard lock targeting system • Motion warping integration for responsive attacks This is an early stage prototype, but it represents the core foundation of the combat system that will drive the gameplay of Omega Paradox. Everything shown here is fully custom built. Engine: Unreal Engine 5 Project: Omega Paradox By Massimo Boffa – Magenta Doesn’t Exist Animation by ‪@9CGStudio‬ Sword Animation Pack https://www.fab.com/listings/4a822f72... #unrealengine5 #combatsystem #gamedevelopment #gamedev #indiegame #inputbuffering #gameplay #epicgames