In this video, I take the Flexible Combat System (FCS) to the next level by integrating three traversal mechanics — Hookshot, Glider, and Wall Running — directly into Unreal Engine 5.
You’ll see how these systems work together, where the conflicts come up, and how to patch them so they feel smooth and natural inside FCS. If you’re building a Zelda-inspired or action-RPG project, this walkthrough will give you ideas on how to expand FCS beyond its stock features.
🔹 Features Covered:
Adding a hookshot for quick traversal and grapple mechanics
Integrating a glider system with stamina drain
Building wall running + wall jump states into FCS locomotion
Debugging common issues
👉 Perfect for Unreal Engine devs looking to extend FCS with advanced traversal.
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