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SAVE MONTHS OF DEVELOPMENT TIME. BUILD YOUR COMBAT SYSTEM FASTER.

HASCF 

(Hack & Slash Combat Framework)

HASCF (Hack & Slash Combat Framework) is a professional, modular gameplay framework for Unreal Engine 5.3+, designed to provide a strong and extensible foundation for modern hack & slash and action combat systems.

The framework focuses on combat architecture, gameplay logic, Blueprint systems, animation-driven interactions and modular combat mechanics, allowing developers to build complex action combat experiences without creating the entire underlying architecture from scratch.

HASCF is designed for extensibility and reusability. It is not tied to any specific character, weapon, animation set, visual style or game project. Developers can integrate their own assets and adapt the systems to different gameplay concepts and genres.

WHAT'S INCLUDED

  • Complete HASCF Combat Framework
  • Complete Unreal Engine project
  • Professional project architecture
  • Blueprint-based gameplay systems
  • Animation Blueprint implementation
  • Animation Notify / Notify Track architecture
  • Function-based gameplay architecture
  • Combat logic
  • Finite State Machine (FSM)
  • Combo architecture
  • Combat interaction systems
  • Enemy combat systems
  • Professional documentation with user-oriented guidance comments
  • Example implementations and demonstrations

Supported Unreal Engine Version: 5.3+

CORE FRAMEWORK SYSTEMS Core Architecture

HASCF is built around a modular architecture designed to make gameplay systems easier to understand, modify and extend.

Includes:

  • Core Framework Architecture
  • Blueprint Systems
  • Combat Logic
  • Animation Blueprint
  • Animation Notify / Notify Track Architecture
  • Function-Based Gameplay Architecture
  • Finite State Machine (FSM)

COMBAT SYSTEMS

Includes:

  • Light Attack System
  • Heavy Attack System
  • Combo System
  • Dodge System
  • Double Jump System
  • Weapon Collision System
  • Targeting System
  • Air / Aerial Combat System
  • Death Blow / Execution System
  • Parry / Counter System
  • Devil Trigger / Ripper Mode

These systems are designed as components of an extensible combat architecture that can be combined and adapted to individual projects.

ENEMY SYSTEMS

Includes:

  • Enemy AI Setup
  • Enemy Combat Logic
  • Melee Enemy Combat
  • Ranged Enemy Combat
  • Combat Interaction Logic

These systems provide a foundation for different enemy behaviors, combat archetypes and configurations.

ANIMATION-DRIVEN COMBAT

HASCF uses Animation Blueprints and Animation Notify Tracks to synchronize gameplay logic with animation timelines.

Combat actions can be coordinated through animation-driven events including:

  • Attack activation
  • Hit windows
  • Collision activation
  • Damage application
  • Combo transitions
  • Cancel windows
  • Recovery states
  • Combat state transitions

This architecture keeps combat logic synchronized with animation timing, providing a flexible foundation for responsive action combat.

DESIGNED FOR EXTENSIBILITY

HASCF provides the underlying combat architecture without locking developers into a specific character, weapon or visual presentation.

The framework can be integrated with your own:

  • Characters
  • Weapons
  • Animations
  • Animation Packs
  • Enemies
  • VFX
  • SFX
  • UI
  • Game-specific Mechanics

WHAT YOU CAN BUILD

With appropriate assets and creative direction, HASCF can serve as a gameplay foundation for sophisticated action combat projects.

Final visual and production quality depends on the assets, animations, VFX, audio, level design, art direction, UI and other content used in the project.

HASCF provides the combat architecture and gameplay logic that connects these elements together.

IMPORTANT — NO ART / NO ANIMATIONS

HASCF does NOT include character art, weapon art, animation libraries, commercial animation packs, environments, VFX libraries or other third-party art assets, unless explicitly stated in the product contents.

Screenshots, images, videos and demonstrations showcase the type of combat experience that can be built using the framework.

Users must provide or acquire separately any assets required to recreate the visual setup shown in the demonstrations, including:

  • Character meshes
  • Weapons
  • Animations
  • VFX
  • SFX
  • Environments
  • UI Assets

The framework is the product. The artwork used for demonstrations is not.

THIRD-PARTY ASSETS & DEMONSTRATION CONTENT

Some screenshots, videos and demonstrations use third-party assets, including character meshes, weapons, animations and other content purchased or obtained separately.

These assets:

  • ARE NOT included with HASCF.
  • ARE NOT part of the product purchase.
  • ARE NOT redistributed as part of the framework.
  • DO NOT grant the purchaser additional rights over those assets.

They are used solely for demonstration and presentation purposes, including showcasing the framework's architecture, workflow and combat functionality.

The HASCF package contains only the framework components described in this listing.

To recreate the exact visual setup shown in demonstrations, users may need to acquire the corresponding third-party assets separately from their respective creators.

Third-party assets remain subject to their respective licenses and terms of use. Purchasing HASCF does not include or transfer ownership, redistribution rights or additional commercial rights over third-party assets.

HASCF does not claim ownership of these assets and does not grant permission to redistribute or resell them.

ASSETS USED IN DEMONSTRATIONS

The following links identify third-party assets used as references or demonstration content:

These assets are NOT included with HASCF and must be acquired separately through their respective creators or distributors.

These links do not imply affiliation, partnership, sponsorship, ownership or rights transfer between HASCF and the respective creators.

DOCUMENTATION

HASCF includes professional documentation with user-oriented guidance comments designed to help developers understand and work with the framework.

The documentation provides practical guidance for using, navigating and adapting the included systems.

INCLUDED FILESProject

Complete Unreal Engine project containing the HASCF framework.

Documentation

Professional Documentation — Version 1.0

Engine

Unreal Engine 5.3+

WHO IS HASCF FOR?

HASCF is intended for:

  • Indie game developers
  • Unreal Engine developers
  • Gameplay Programmers
  • Technical Designers
  • Small development teams
  • Students and advanced learners
  • Action game developers
  • Studios looking for a combat foundation
  • Developers interested in Blueprint-based combat architecture

Basic to intermediate knowledge of Unreal Engine and Blueprints is recommended.

SUPPORT

For technical issues related to HASCF, contact:

E-mail: jsdiguilmi17@outlook.es

Discord Support & Community

HASCF — VERSION 1.0

Unreal Engine 5.3+

This is the first public version of HASCF. Future updates may improve, expand or refine the framework based on development, testing and community feedback.

DIGITAL PRODUCT / REFUND INFORMATION

Due to the digital nature of this product, please review the product information carefully before purchasing. Refund requests are handled in accordance with itch.io's applicable policies and the rights provided by applicable law.

🚀 DON'T BUILD EVERYTHING FROM SCRATCH.

Save months of development time and focus on creating your game. HASCF gives you a powerful foundation for building an incredible action combat experience.

Purchase

Buy Now$59.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $59 USD. You will get access to the following files:

HASCF.zip 327 MB
Hack & Slash System Combat Framework by JFeedMe17.zip 76 MB

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