Asset Description
Ninja Combat is the foundation of our action combat framework, the same system we use in our own projects, and we’re proud to make it available to you!
General Information
Carefully designed for Action RPGs, Adventure Games, and Souls-like experiences, Ninja Combat provides a strong, extensible core to build your game’s combat on, without forcing you into rigid templates.
This is a Combat plugin, purpose-built for the domain of fighting systems. You won’t find unrelated features like locomotion or inventory here, but integrating with other systems (such as Ninja Input and Ninja Inventory) is smooth and hassle-free.
Deep Gameplay Ability System Integration
At its core, Ninja Combat is powered by Unreal’s Gameplay Ability System (GAS). The plugin ships with Attribute Sets, Gameplay Effects, Abilities, and custom Tasks, all tuned for combat scenarios. This allows you to:
Scale attacks with stats and item levels.
Apply Gameplay Effects for buffs, debuffs, and conditional damage.
Extend or replace abilities with your own implementations.
Combat Domain Features
Ninja Combat provides a complete combat toolset covering melee, ranged, and magical attacks:
Melee & Ranged Attacks: Includes a base Projectile Actor, with replication handled through a pooled system for performance.
Casting System: Supports AoE spells, instant abilities, and integrates with both the Gameplay Targeting System and GAS Targeting.
Parry & Riposte: Counter-attack mechanics for high-risk, high-reward gameplay.
Opportunity Attacks: Built on Unreal’s Contextual Animation System for backstabs, finishers, and cinematic combat moments.
Damage & Defense Pipelines: Complete handling of damage application, mitigation, resistances, and scaling, designed for extensibility.
Combos with State Trees: Chain attacks, skills, or weapon techniques with UE’s State Tree framework.
Motion Warping Integration: Achieve “combat stickiness” with dynamic root-motion adjustments during attacks.
Interface-Driven Design: Every major system uses Unreal interfaces, making extension and replacement straightforward.
Replicated Actor Pools: Optimized spawning for projectiles, cast actors, and transient combat objects.
Technical Details
A framework to help you with your combat systems.
Built using the Gameplay Ability System and other Unreal Engine systems such as the Gameplay Targeting System, Gameplay State Trees, Motion Warping and the Physical Animation Component.
Animation-driven, very modular, highly extensible.
Fully written in C++, exposed to Blueprints whenever applicable.
Code Modules
NinjaCombat: runtime, the core functionality.
NinjaCombatActorPool: runtime, the replicated actor pool.
NinjaCombatAI: runtime, AI-related functionalities.
NinjacombatCore: runtime, common functionalities.
NinjaCombatCamera: runtime, camera management.
NinjaCombatEditor: editor, engine integration.
NinjaCombatFactions: runtime, optional integration with the Ninja Factions.
NinjaCombatInventory: runtime, optional integration with the Ninja Inventory.
NinjaCombatUI: runtime, widgets and UI-related objects for the Combat System.
Additional Details
Number of C++ Classes: ~200
Network Replicated: (Yes/No): Yes
Documentation: https://tech.ninjabear.studio/cbt-overview.html











