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March 10, 2026

Info about new MeleeCombat for AGLS v1.8

In this video im present the current progress related to the construction of the new Melee Combat system for the AGLS project. At the moment, melee attacks, leg kicks, and knife attacks are available. The attack animations that the player can perform are cataloged in dedicated databases. When an action is triggered, a function is called whose purpose is to select the appropriate animation based on several factors, primarily the distance to the opponent.

HitReactions animations are not paired with the attacker, and the animation sequence is selected based on weight calculations for each available damage animation (this does not apply to ContextualAnimations).

Unfortunately, there is currently no implemented dodge system or MeleeCombat component integrated with AI. I am not certain whether I will be able to implement these features in the upcoming update.

The entire system is largely based on C++, although this mainly results from the need to construct new asset types for the engine. The runtime logic itself is now primarily built using a hybrid of Blueprint and C++.

During attacks, a ControlRig is also initiated to correct the attack animation when the characters’ positions deviate from the reference positions.

Although from a runtime perspective the system may appear relatively simple to implement, considering the number of animations created and the fact that the system was programmed from scratch, I believe that a little over a month is a reasonable development time :)

Preliminarily, I plan to release the v1.8 project files between March 20 and March 22. This deadline may be extended if I decide to fully integrate the MeleeCombat system with HumanAI. I hope the current results are satisfactory :)

UE5.7 - Melee Combat System (Hands & Knife) | AGLS v.1.8 Preview (YouTube)

Comments (15)

Y
Yosiel · May 17, 2026

Hi Jakub, the character camera system isn't working in open-world maps, but it does in normal maps. What's causing this error? Thanks for your wonderful work!

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Oleg Verenko 3D / VFX artist · May 11, 2026

Interesting channel and work. Subscribed!

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Mayowa · May 1, 2026

Who have attempted to build for android any error?

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Om Bhusal · April 7, 2026

any tutorials?

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Rahel and Reman · March 13, 2026

hello Mr jakub W I like your pack a lot but I can't find save game and checkpoint and load game I tried everything but to no avail And when I looked at your demo, I saw that it had the things I wanted Can you help me find it save game and checkpoint and load game

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Jakub W · March 18, 2026

Hi. The project doesn't include any Saving system and similar elements. Therefore, it's necessary to implement this yourself from scratch or use ready-made packages available, for example on FAB marketplace. However in both cases it will require some work, and much will depend on what exactly is being saved.

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Mohit Chauhan · March 13, 2026

Amazing... Can't wait to check out 1.8

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Mohit Chauhan · March 14, 2026

Hi Jakub, Will you also be fixing some bugs in 1.8 apart from Melee combats?

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Thisisme Mario1 · March 11, 2026

Hello there ! The system looks solid and clean. It would be a great addition to AGLS or any game for sure. I'm happy to be part of this patreon !. Just if I may mentioned a few things :) The base fighting pose looks a bit exaggerated, caricatured, really high shoulder , and head quite low giving a kind of unrealistic tone. The punch comes from really far and doing a huge circle, also exaggerated. It looks really slow as well. I think it's a problem of animations not system. If we can change the animations easily it may not be a problem. This said again system looks super well made and smooth as usual :) Thank you. Cheers

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Jakub W · March 12, 2026

Yes, what you mentioned is due to the animations. I’m not an experienced animator, and realistically recreating attack animations is a significant challenge. Although I used motion capture for some of the animations, but even the actor himself (which was me) did not fully capture the realism of combat 😅. However, I tried to keep the process of replacing the animation set simple. If you have your own animations, one of the key adjustments will be setting the position of the attach bone, which represents the reference position of the opponent.

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DjSadhu · March 11, 2026

🔥

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Mack Hub · March 10, 2026

Aweseome work, i love the reactive animations from the knife.

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Darkgrim75 · March 10, 2026

That is great thank you will the Knife melee work also on zombies AI

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Jakub W · March 12, 2026

Yes. It's currently working. :) This applies to knive and axe.

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Ray Santos · March 10, 2026

ficou muito bom