Locomotion foundation
GASP and Mover remain the movement layer. Combat code stays project-owned so attacks can evolve without coupling the project to a replacement locomotion framework.
Real-time engineering / UE5.8
IN DEVELOPMENTMelee-first action project built on UE5.8 GASP/Mover with owned combat, damage, and enemy systems.
Current combat lab / development captureFoundation
GASP + MoverCombat core
Physical contact + Damage PolicyEnemy baseline
Navigation + melee duel systemsCurrent build
The project is technically functional and deliberately shown as work in progress. Combat presentation is still being rebuilt toward the final standard.
System view
GASP and Mover remain the movement layer. Combat code stays project-owned so attacks can evolve without coupling the project to a replacement locomotion framework.
Attack windows and physical contact feed one Damage Policy path, then Health and reaction systems consume the result. Presentation does not invent extra damage.
The active production problem is sword motion quality: weapon frame, authored cut plane, facing, footwork, and action displacement before additional VFX or scale.
Current stack
Other real-time work