I will build ue5 melee combat gameplay systems with combos


About this gig
Hello amazing buyers,
A melee attack can look great and still feel completely wrong.
If hits register outside weapon reach, combos accept inputs at the wrong time, attacks cannot be interrupted correctly, or enemies barely react to impact, players feel it immediately. What looks like an animation problem is often a gameplay-system problem underneath.
We build the logic connecting your attacks, timing, hit detection, damage and reactions so the combat behaves consistently instead of relying on scattered checks and temporary fixes.
We can build:
- Combo chains with defined input, cancel and recovery windows
- Hit detection based on active attack frames and weapon reach
- Damage driven hit reactions, stagger and interruption states
- Data driven attack values using Data Tables and configurable properties
- Enemy reactions to hits, stagger, interruption and recovery
The result is a melee framework where combat timing, damage, animation events and enemy reactions work togetherand can be tuned as your game evolves.
Send your UE5 version, combat references, available animations and whether this is a new system or existing project integration.
Get to know Ironwake
Unreal Engine Combat, AI and Multiplayer Systems Team
- FromBrazil
- Member sinceAug 2026
- Avg. response time4 hours
Languages
English, Spanish, Portuguese
Other Game Development Services I Offer
FAQ
Can you integrate the melee system into my existing UE5 project?
Yes. If you already have a character, animation system, health system or existing combat logic, we can integrate the agreed combat functionality into it
Do I need to provide the animations?
If you already have animations, send them with the project. We can use animation events and timing information to connect the gameplay logic. Animation creation itself is something we can also help you with
Can you build the system from scratch?
Yes. The Basic, Standard and Premium packages can be used for a new prototype or an existing project, depending on the agreed scope
How do you handle hit detection?
We can structure detection around the active attack frames and the weapon or attack's intended reach rather than allowing an attack to register damage throughout the entire animation

