MaxHP Studio

MaxHP Combat Lab

Beta · coming to Fab

Feel it before you build it. Design and play-test melee combat in a timeline lab inside Unreal Editor: frame data, hit feel, cancels and combos. Then press Send to Unreal and get DataTables your C++ or Blueprints can read.

  • Tune feel live
  • Style presets and A/B
  • One click to DataTables
  • Blueprint nodes included
MaxHP Combat Lab in Advanced mode: the move list, a 3D preview of a thrust hitting a dummy, feel sliders and the frame timeline with startup, active and recovery
Advanced mode: moves, live 3D preview, feel sliders and the frame timeline.

In motion

Captured from the Lab. Change a number, replay, feel the difference.

A full combo with cancels
Hitstop and hit reaction, tuned live
A/B: two styles on the same moves
Frame timeline: startup, active, recovery
Anime arena brawler preset
Launcher into an air combo

What it does

A design and tuning sandbox that sits before your combat system. Tune it here, run it in yours.

Frame data

Startup, active and recovery frames, hit frames, cancel windows, input buffer, dodge cancel, lunge, i-frames and super armor, all on one timeline.

Hit feel

Hitstop, shake, impact, knockback and poise. Drag a quick-feel slider and the move replays at once.

Style presets

Start from Soulslike, Stylish action or Anime arena brawler, then compare two styles side by side on the same combo.

Combos

Starters, a combo tree and cancels in a graph, including launchers and air moves.

Play it yourself

Take control against a dummy in the arena and feel the result before any code exists.

Send to Unreal

Four DataTables in /Game/CombatLab, updated in place every time you send. Row structs and Blueprint helpers are included.

Optional: with Unreal's MCP server enabled, an AI assistant can read the combat project and change values for you, for example "make the heavy two frames faster". It works well next to MaxHP AI.

How it works

Design in the Lab, use the data anywhere in your project.

  1. Open the Lab

    Enable the plugin, then Window > Tools > MaxHP Combat Lab, or the Combat Lab toolbar button. Simple mode for quick feel, Advanced for every frame.

  2. Design and play

    Edit moves, movement and combat settings, replay, and play it yourself. The project autosaves.

  3. Send to Unreal

    Export > Send to Unreal. Read the rows in C++ or with Blueprint nodes such as Get Combat Lab Move and Is Frame In Window./Game/CombatLab/DT_CombatLab_Moves

Requirements

Engine
Unreal Engine 5.8
Platform
Windows (Win64)
Includes
The Lab as an editor tab, a runtime module with row structs and Blueprint helpers, and four DataTables it creates for you
Status
Beta (0.9). Coming to Fab, no price yet. Follow progress in our Discord.

Questions

Want to know when it is released, try the beta, or ask what it can do? Ask in our Discord, or send us a message and choose the topic "General".

MaxHP Combat Lab is made by MaxHP Studio, the studio behind Riftveil, a game built around combat feel.

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