Soulslike Framework Docs
  • Welcome to Soulslike Framework!
  • Framework Overview
    • About the Framework
    • Features & Systems
    • Before Purchasing
    • Personal Assistance
  • Getting Started
    • Setting up Animations
      • Setup Locomotion Blendspaces
      • Setup Custom Montages
    • Using the Utility Tools
      • Easy Setup Tool
      • Asset Creators
      • Asset Browsers
    • Actor Tags
    • Finding References
  • Workflow
    • Using a Custom Character
    • Creating & Editing Actions
    • Creating & Editing Stats/Attributes
    • Creating & Editing Status Effects
    • Creating & Editing Buffs
    • Creating & Editing Items
      • Creating & Editing Weapons
    • Creating an Enemy
    • Creating Cinematics
  • Animation Notifies
    • Damaging & Combo's
      • Register Attack Notify
      • Weapon Trace Notify
        • AI Weapon Trace Notify
      • Fist Trace Notify
        • AI Fist Trace Notify
      • Area of Effect Damage Notify
      • Spawn Projectile Notify
        • AI Spawn Projectile Notify
    • Defensive
      • Try Guard Notify
      • Hyper Armor Notify
      • Invincibility Frame Notify
    • Feedback
      • Weapon Trail Notify
        • AI Weapon Trail Notify
      • Camera Shake Notify
        • World Camera Shake Notify
      • Launch Field Notify
      • Chaos Field Notify
      • Footstep Notify
    • Miscellaneous
      • Input Buffer Notify
      • Interrupt Montage Notify
      • Camera Sequence Notify
      • Set Movement Mode Notify
      • AI State Notify
      • AI Rotate Towards Target Notify
      • Adjust Stat Notify
  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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  • What is Soulslike Framework?
  • Why Soulslike Framework?

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  1. Framework Overview

About the Framework

What is Soulslike Framework?

Soulslike Framework is a Blueprint-based framework for Unreal Engine, specifically designed to simplify the creation of games inspired by Soulslike mechanics. Its modular, data-driven, and event-driven architecture provides maximum flexibility, making it easy to integrate and customize. Whether you're a beginner or an experienced developer, Soulslike Framework offers a user-friendly foundation to bring your unique game vision to life.

Why Soulslike Framework?

Soulslike Framework offers several distinct advantages over other solutions, especially for teams or individuals looking for scalability, ease of use, and rapid prototyping:

  • Blueprint-First: Unlike most C++ assets, Soulslike Framework is entirely built in Blueprints. This means:

    • It’s beginner-friendly.

    • You can tweak, prototype, and test mechanics in real-time without recompiling code.

  • Modular & Data-Driven: Everything is powered by Gameplay Tags and Data Assets. You can:

    • Swap out components without breaking other systems.

    • Add custom mechanics easily.

  • Utility-Focused: It includes a lot of Utility tools that will be saving you hours of repetitive work.

  • High-End, Professional UI: Inspired by Elden Ring, with clean, professional designs and animations. Built entirely with UMG.

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Last updated 3 months ago

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