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unreal · gameplay

Server-authoritative combatKBVECombat

The shared combat domain — server-authoritative damage, teams/factions, and death — built on KBVEGameplay primitives (stats + effects). It depends on KBVEGameplay, never the reverse: combat consumes the primitives, it doesn't define them. Backend-agnostic — Mover pawns, CMC characters, and Mass NPC proxies all fight through one interface.

Authority-only damage

UKBVECombatStatics::ApplyDamage resolves a combatant on any actor and applies an FKBVEDamageEvent against the owner's Health stat via IKBVEStatTarget, composing with KBVEGameplay effects and replicating through the owner's transport.

  • Backend-agnostic — Mover, CMC, and Mass NPC proxies fight through IKBVECombatant.
  • Depends on — KBVEGameplay (stats + effects), never the reverse.
0.1.0Version
UE 5.7+Engine
Win64 · Linux · MacPlatforms
KBVELicense

Pieces

Pieces

UKBVECombatComponent

Resolves damage against the owner's Health stat via IKBVEStatTarget, tracks team + replicated dead state, fires OnDamaged / OnDeath. Implements IKBVECombatant.

IKBVECombatant

GetTeamId / IsAlive / ApplyDamage — uniform participation regardless of movement backend.

FKBVEDamageEvent

Amount, EKBVEDamageElement, instigator, and hit info.

UKBVECombatStatics

ApplyDamage / IsAlive / GetTeamId / AreHostile, resolving a combatant on any actor.

Integration

Usage

FKBVEDamageEvent Dmg;
Dmg.Amount = 25.f;
Dmg.Element = EKBVEDamageElement::Fire;
Dmg.Instigator = Attacker;
UKBVECombatStatics::ApplyDamage(Target, Dmg); // authority-only

Add UKBVECombatComponent to any actor implementing IKBVEStatTarget with a Health stat (e.g. AKBVEMoverPawn, AchuckCoreCharacter). Damage flows through the stat, composing with KBVEGameplay effects and replicating via the owner’s transport (Iris / KBVENet).

Planned

Roadmap

  • Element resist/weakness scaling, attack/ability driver (windups/cooldowns/hitboxes), threat/aggro + death loot hooks, combat-event feed for UI.

Questions

Frequently asked

What is the KBVECombat plugin?

KBVECombat is the shared combat domain for KBVE Unreal Engine games — server-authoritative damage, teams and factions, and death — built on KBVEGameplay stat and effect primitives. It depends on KBVEGameplay and never the reverse.

Which movement backends does KBVECombat support?

It is backend-agnostic. Mover pawns, CMC characters, and Mass NPC proxies all fight through the same IKBVECombatant interface, so combat participation is uniform regardless of the movement backend.

How is damage applied in KBVECombat?

Damage is authority-only. UKBVECombatStatics::ApplyDamage resolves a combatant on any actor and applies an FKBVEDamageEvent against the owner's Health stat via IKBVEStatTarget, composing with KBVEGameplay effects and replicating through the owner's transport.