Player input in this clip: movement and dodge only. Everything else is the enemy AI system doing its job.
This is a raw look at the attack side of my UE5 combat showcase: 15 AI (3 brutes, 5 wolves, 7 minions) run by an encounter director that decides who attacks, when, and from where. No scripted sequences, every attack you see is scheduled live.
What's on display:
Brutes: charge attacks with a pre-charge telegraph, plus a melee stomp up close
Wolves: relay pounces (one by one, handing off aggression) and coordinated pincer pounces from opposite sides
Minions: single normal attacks, spaced out by the scheduler so pressure stays readable
Attack scheduler: a single authority that hands out attack tokens, caps simultaneous attackers, and controls attack spacing
Surround behavior: enemies orbit to open seats around the player instead of stacking up in a line
The whole system is data-driven: attacker caps, attack intervals, telegraph timings and aggression tiers are all tunable at runtime, so encounter feel is a tuning pass, not a code change.
Built and engineered by Priyansh Patil, Lucid Frames Studios.
Portfolio & technical deep-dives: www.lucidframestudio.in
Contact: [email protected]
Engine: Unreal Engine 5 | Language: C++ (systems), Blueprint (glue) | All gameplay captured in real time.
#UE5 #gamedev #combatdesign