The Conquest Battle System is a combat framework plugin I am developing as an extension of the Unreal Engine Gameplay Ability System (GAS). The goal of the system is to provide a modular and designer-friendly way to build skills, abilities, and combat mechanics while maintaining full multiplayer replication support.
The plugin extends GAS with additional layers that simplify class creation, ability composition, and gameplay configuration. Designers can build complex abilities using reusable gameplay patterns rather than requiring new engineering work for every mechanic.
This system is currently part of an unannounced game, so some implementation details cannot be publicly shared. This documentation focuses on the high-level architecture and design philosophy behind the framework.
Gameplay demonstrations of the Conquest Battle System will be added once public footage from the project can be shared. Because the system is currently part of an unannounced game in active development, some visual examples are being prepared separately from the core documentation.
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Archetypes represent the RPG class layer of the combat system. An archetype defines shared behavior and configuration for a group of classes, allowing designers to centralize gameplay settings and class mechanics.
Each archetype stores configuration data that defines how the class interacts with weapons, abilities, and special gameplay systems. This includes weapon configurations, utility skill pools, class specific mechanics, and passive skills.
Passive skills are reactive abilities that remain active during gameplay and respond to events such as damage, effects, or ability triggers. This allows classes to support complex combat interactions without requiring constant player input.
Weapons are designed to be reusable assets that can be equipped by multiple archetypes. However, the ability granted by a weapon is determined by the archetype using it.
For example, a sword used by a warrior might grant a dash attack, while the same sword used by a gladiator could trigger a ground slam. This ensures that each class maintains a unique combat identity without requiring separate weapon assets.
To create a weapon, designers create a child class of Conquest_BaseWeapon and configure its gameplay data.
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The most important setting is the required weapon tag under archetype data, which determines which ability set will be used when the weapon is equipped.

Once those are set it is ready to be used.