English • 中文说明 • Architecture (架构文档)
An Unreal Engine 5.7 C++ Action-RPG prototype focused on responsive character control, state-driven melee combat, lock-on movement, shield defense, enemy combat AI, and data-driven attack configuration.
This README is a project overview. For implementation details, state machines, combat pipeline, class boundaries, and agent-facing architecture notes, see ARCHITECTURE.md.
🎬 Bilibili Gameplay Video (1080P 60FPS): https://www.bilibili.com/video/BV1d3Mm6UEqv/
- ⚔️ State-Driven Player Combat: Light combos, sprint attack, charged attack, dodge, parry, block, potion use, stamina exhaustion, hit stun, and death all flow through explicit action-state guards.
- 🔥 Bonfire Services, Loadout & Checkpoints: Independent main menu (New Game, Continue, Settings, Quit); New Game creates writable progress without a spawn anchor. Death before first bonfire returns to
PlayerStartwhile Gold and claimed fixed items persist. Bonfire offers real-time (non-pausing) Rest, Equipment, and Leave services. Owned weapons and shields equip immediately and persist across death, rest, and Continue. - 📊 Data-Driven Attack Configuration:
UAttackConfigDataAssetmanages player combo chains, sprint attacks, and charged attacks;UEnemyAttackConfigDataAssetmanages enemy movesets with per-attack Motion Warping support. - 🏹 Ranged Combat & Transient Rewards: Player Bow supports prepared arrows and projectile release from
BowArrowSocket; configured ranged enemies use projectile attacks; defeated enemies drop transient, interactable Gold light orbs that persist on pickup. - 🎯 Precise Weapon Collision: Box swept traces between previous and current frames to prevent hit misses during high-speed swings.
- 🛡️ Directional Shield Block & Timed Parry: Block checks angle and stamina before damage application; successful parries instantly drain enemy poise and trigger stance break.
- 💥 Poise & Stance Break: Hidden poise system for enemies; standard attacks chip poise while timed parries instantly trigger full-body stance break stun.
- 🔒 Lock-On & Camera Framing: Target screening, centered elevated framing, strafing, and lock-on sprint free-run.
- 🧠 Hierarchical Enemy Combat AI: Outer FSM (Patrol, Search, Chase, Combat, Stun, Dead) + inner local HFSM managing facing, pressing, waiting, and spacing.
- 🏃 Motion-Warped Leap Attacks: Enemy leap attacks write fixed per-attack WarpTargets to track the player dynamically without unnatural homing.
- 🤝 Attack Coordination: Multiple nearby enemies chasing the same target coordinate attacks via a dedicated waiting substate to avoid simultaneous spamming.
- 🛡️ Hyper Armor: AnimNotify-driven hyper armor grants uninterruptible poise during heavy swings while remaining vulnerable to parry and stance break.
- 🩸 Readable Combat Feedback: Delayed buffer health bars, directional hit knockback, camera shake, and low-health vignette.
- 🛠️ In-Game Debug Menu: Pause menu includes Debug Settings page to toggle state machines, hit trace boxes, and HUD debug overlays in real time.
- ⚡ Full UE5 Ecosystem: Integrates Enhanced Input, UMG HUD, Niagara VFX, Chaos Destruction, PCG Arena Generation, and NavMesh AI.
| Area | Icon | Summary |
|---|---|---|
| Player Character | 🤺 | Movement, lock-on, stamina, combo attacks, dodge, block, parry, potion, hit reacts, death |
| Game Flow & Save | 💾 | Main menu, single-slot SaveGame, bonfire interaction & loadout, death overlay, map reload |
| Combat Data | 📊 | Combo/special/charged attack configs, enemy movesets, damage/block/poise multipliers, Motion Warping |
| Weapons & Collision | ⚔️ | Swept box trace, team filtering, block interception, hit feedback dispatch |
| Ranged & Rewards | 🏹 | Prepared bow arrows, BowArrowSocket projectile launch, transient interactable Gold orbs |
| Enemy AI | 🧠 | Patrol, search, chase, combat local HFSM, cooldown spacing, attack coordination |
| Defense & Poise | 🛡️ | Directional blocking, timed parry, stamina consumption, stance break, hyper armor |
| Combat Feedback | 💥 | Health bars, delayed buffer bars, hit knockback, camera shake, damage vignette |
| Debug & UI | 🛠️ | Pause menu, debug settings page, HUD debug text, real-time collision trace visualization |
| Environment | 🏛️ | Breakables with Chaos physics and PCG-assisted arena generation |
- Enemy Variants: Enemy behavior is decoupled into runtime FSM logic and
UEnemyAttackConfigDataAsset. New enemy types reuse patrol/chase/combat flow while swapping attack montages, distances, weights, cooldowns, parry rules, and Motion Warping parameters. - Weapon Variants:
AWeaponstandardizes swept box traces, ignore lists, faction filtering, block interception, and hit feedback. New weapon types only require socket and DataAsset tuning without rewriting hit resolution. - Playable Character Profiles:
UPlayerCharacterProfileDataAssetis the single configuration entry for player Blueprints, referencing attack, action, and reaction config assets. - DataAsset Reusability: Combo chains, special attacks, charged attacks, enemy attack sets, player action montages, and hit reactions are isolated into DataAssets.
- Future Scaling: Easily extensible toward weapon-specific movesets, enemy archetype registries, richer reaction tables, or GAS migration.
- Player State Machine Flow
- Enemy State Machine Flow
- Combat Pipeline
- Player Action Recovery Helpers
- Enemy AI & Combat Local HFSM
- Enemy Attack Motion Warping
- Combat Cooldown & Coordination Flow
- Shield Blocking System
- Parry System
- Poise & Stance Break System
- Combo System
- Charged Attack System
- Dodge Roll System
- World Interaction & Breakables
- Lock-On System
- Hyper Armor System
- Debug Output System
- ARCHITECTURE.md: Shared implementation architecture, state flows, combat pipeline, and system boundaries.
- Test_Demo_Recording_Script.md: Gameplay-focused demo recording script, pause points, and asset checklist.
- Test_Demo_Voiceover.md: Voiceover script mapped to demo pause points.
- AGENTS.md: Repository-wide rules and guidelines for AI agents.
- CLAUDE.md: Claude-specific collaboration notes.
- Unreal Engine 5.7+
- Windows 10 / 11
- Visual Studio 2022 (with C++ Game Development workload)
- Clone the repository into your Unreal projects folder.
- Download the project assets package (
Content.zip) from Releases and extract it into the project root directory (merging intoContent/). - Right-click
Test.uprojectand choose Generate Visual Studio project files. - Open
Test.sln. - Build the
TestEditortarget in Development Editor configuration. - Open
Test.uprojectto launch the editor.
这是一个基于 Unreal Engine 5.7 和 C++20 构建的高响应性魂系近战动作游戏原型,核心涵盖:精准动作状态机、魂系八向锁定、盾牌防御与时机弹反、隐藏韧性破防、分层敌人战斗 AI,以及全数据驱动(DataAsset)的招式与配置管线。
本文档只作为项目首页概览。关于底层实现细节、状态机拓扑、战斗判定管线、类职责边界及架构说明,请查阅 ARCHITECTURE.md。
🎬 Bilibili 在线高清实机录屏(1080P 60FPS): https://www.bilibili.com/video/BV1d3Mm6UEqv/
- ⚔️ 状态驱动的主角战斗:轻攻击 3 连击、冲刺攻击、蓄力攻击、8 向翻滚、格挡、弹反、喝药、体力透支、受击硬直与死亡,均通过严谨的动作状态守卫(Action State Guards)调度。
- 🔥 火堆服务与重生锚点:独立主菜单提供 New Game、Continue、Settings 和 Quit;首次坐火激活重生锚点并重载地图;后续使用火堆打开不暂停世界的“休息 / 装备 / 离开”实时服务菜单。已拥有装备支持即时换装并跨死亡/Continue 保持。
- 📊 数据驱动攻击配置:
UAttackConfigDataAsset管理主角连招、冲刺跳劈与蓄力段;UEnemyAttackConfigDataAsset管理敌人招式条目,支持独立配置跳劈 Motion Warping。 - 🏹 远程战斗与掉落物拾取:主角持弓支持待发箭生成与
BowArrowSocket投射物发射;敌人死亡生成可拾取的 Gold 临时金币光团,拾取成功后即时落盘持久化。 - 🎯 精确武器盒体扫掠:武器采用前一帧至当前帧的盒体扫掠(Swept Box Trace),杜绝高速出招动画中的漏判。
- 🛡️ 盾牌格挡与时机弹反:伤害结算前先校验防御角度与体力;精准弹反瞬间清空攻击方韧性并触发失衡大硬直。
- 💥 隐藏韧性与破防系统:敌人内置隐藏韧性条,常规命中逐步削韧,弹反可直接破防;受击方进入专属全身失衡蒙太奇,为玩家创造处决窗口。
- 🔒 魂系锁定移动与相机:目标筛选评分、居中后上方俯仰构图、锁定绕行与冲刺 Free-Run、滚轮屏幕侧目标切换。
- 🧠 分层敌人战斗 AI:外层 FSM(巡逻、搜索、追击、战斗、硬直、死亡)+ 内部局部 HFSM(面朝、逼近、拉扯、出招、后退),行为自然多变。
- 🏃 跳劈 Motion Warping:指定敌人招式写入一次固定 WarpTarget,跳跃/前突攻击向玩家动态修正,避免僵硬的直线位移或非自然的追踪。
- 🤝 敌人攻击协调机制:追击同一目标的多个附近敌人不会同时出手,未获得攻击权者进入协调等待子状态,避免玩家遭遇不可规避的群殴压制。
- 🛡️ 绝对霸体系统:动画通知驱动的霸体机制,允许角色在重攻击特定阶段硬扛常规攻击,但仍受破防与弹反机制制约。
- 🩸 清晰战斗反馈:血条缓冲延迟递减、受击方向性短退、相机震屏、玩家低血量红晕。
- 🛠️ 游戏内实时调试菜单:暂停菜单集成 Debug Settings 子页,可一键开关项目调试面板、状态机文本、碰撞盒 Trace 输出与感知范围。
- ⚡ UE 深度技术整合:全方位使用 Enhanced Input、UMG HUD、Niagara 粒子、Chaos 物理破碎、PCG 竞技场生成与 AI 导航。
| 模块 | 图标 | 简述 |
|---|---|---|
| 主角控制 | 🤺 | 8向移动、锁定、体力管理、攻击连招、翻滚无敌帧、格挡、弹反、喝药、受击与死亡 |
| 流程与存档 | 💾 | 主菜单、单槽 SaveGame、火堆交互与即时换装、死亡重载、进度恢复 |
| 战斗数据资产 | 📊 | 连招链/特殊/蓄力攻击配置、敌人招式表、伤害/格挡/韧性倍率、Motion Warping 资产 |
| 武器与判定 | ⚔️ | 盒体扫掠、同阵营过滤、盾牌拦截、命中反馈派发 |
| 远程与奖励 | 🏹 | 弓箭待发箭、BowArrowSocket 投射物起点、敌人 Gold 光团与世界交互拾取 |
| 敌人 AI | 🧠 | 巡逻、警戒搜索、追击、战斗局部 HFSM、拉扯站位、防群殴攻击协调 |
| 防御与霸体 | 🛡️ | 方向性格挡、时机弹反、体力消耗、破防处决硬直、出招霸体 |
| 受击反馈 | 💥 | 延迟缓冲血条、受击击退、相机晃动、伤害红晕 |
| 调试与 UI | 🛠️ | 暂停菜单、调试设置页、HUD 实时状态调试文本、碰撞盒可视化开关 |
| 环境互动 | 🏛️ | Chaos 几何破碎可破坏物、PCG 辅助竞技场生成 |
- 敌人种类扩展:敌人行为拆为运行时 FSM 逻辑和
UEnemyAttackConfigDataAsset招式配置。新增敌人复用巡逻/追击/战斗流程,仅需替换攻击蒙太奇、距离、权重、冷却与 Motion Warping 参数。 - 武器种类扩展:
AWeapon统一处理盒体扫掠、忽略列表、阵营过滤、格挡拦截、命中反馈、基础伤害与韧性伤害。新增武器仅需配置挂点、碰撞尺寸与数值资产。 - 可玩角色配置扩展:
UPlayerCharacterProfileDataAsset作为主角单一配置入口,聚合攻击、动作和受击反应资产,支持多角色资产解耦与复用。 - DataAsset 模块化:连招链、特殊招式、蓄力重击、敌人招式库、主角动作和受击反应全模块化隔离。C++ 负责规则与状态流转,DataAsset 负责参数与动画引用。
- 后续演进路径:可无缝扩展武器专属招式集、敌人 Archetype 预设库,或在技能复杂度提升后平滑迁移至 GAS(Gameplay Ability System)。
- 主角状态流转
- 敌人状态流转
- 战斗管线
- 主角动作恢复 Helper
- 敌人 AI 与 Combat 局部 HFSM
- 敌人跳劈 Motion Warping
- 战斗冷却与攻击协调流程
- 盾牌格挡系统
- 弹反系统
- 韧性与破防系统
- 连招系统
- 蓄力攻击系统
- 翻滚系统
- 环境交互与破坏物系统
- 锁定系统
- 霸体系统
- 调试输出系统
- ARCHITECTURE.md:共享实现架构、状态流转、战斗管线和系统边界。
- Test_Demo_Recording_Script.md:按游戏行为组织的演示顺序、暂停点和资产展示清单。
- Test_Demo_Voiceover.md:与演示暂停点对应的后期配音文本。
- AGENTS.md:本仓库通用 agent 工作规则。
- CLAUDE.md:Claude 专用协作说明。
- Unreal Engine 5.7+
- Windows 10 / 11
- Visual Studio 2022(需安装 C++ 游戏开发工作负载)
- 将仓库克隆到 Unreal 项目目录。
- 前往 Releases 下载最新的美术与动画资产包
Content.zip,并解压合并到项目根目录下的Content/文件夹中。 - 右键
Test.uproject,选择 Generate Visual Studio project files。 - 打开
Test.sln。 - 使用 Development Editor 配置编译
TestEditor目标。 - 打开
Test.uproject启动编辑器。

