FAQ & Troubleshooting Guide

NOTE

This guide covers Advanced ARPG Combat (AARPG) V3 on Unreal Engine 5.3+. It does not replace the system setup and usage guides. If you have not finished migration, start with Combat System Setup.

TIP

Most “nothing works after migrate” reports are missing Gameplay Tags, required plugins, or project collision / surface settings. Check those before posting a support topic.


How to Report an Issue

Where to get support

See How to Get Technical Support for the full support system (official forum, GitHub, email). Discord is community-only.

Quick version:

Before you post

Ask yourself:

  • What exactly is not working?
  • Does the issue happen in the included demo project, or only after migrating into your project?
  • Did it start after a project change, engine upgrade, or partial migration?
  • Have you completed Combat System Setup (Gameplay Tags, plugins, Game Mode, Game Instance, surfaces, collision channels)?
  • Did you search this page and the relevant system Setup / Usage guide?

What to include in a report

A high-quality report is the fastest path to a useful answer. Include:

  1. Unreal Engine version (e.g. 5.3, 5.4, 5.5)
  2. AARPG version / purchase build (and roughly when you last updated)
  3. Fresh demo vs migrated project
  4. Exact steps to reproduce
  5. Expected vs actual behavior
  6. Relevant Output Log excerpt (not a full multi-megabyte dump)
  7. Screenshots of Project Settings when relevant (Gameplay Tags, Collision, Plugins)
  8. Whether the same flow works in the demo project

Good vs vague reports

  • Good: “UE 5.4, AARPG V3 demo migrated into a blank Third Person project. After migration, melee attacks play but never deal damage. Demo project works. ANS_CollisionTrace is on the montage; Collision Target Tag is Collision.SwordTrace. Output Log shows no hit events. Gameplay Tags tables are added.”
  • Vague: “Combat is broken, please help.”

WARNING

Vague reports with no engine version, no repro steps, and no demo-vs-migrated distinction are hard to answer accurately. Provide the checklist above.


How to Gather Diagnostics

1. Confirm the setup gates first

Before deep debugging, verify Combat System Setup:

CheckWhere
CommonUI enabledEdit → Plugins
Gameplay Tag Data Tables addedProject Settings → Gameplay Tags
Game Mode set or interface copiedProject Settings → Maps & Modes
Game Instance set or save interface copiedProject Settings → Maps & Modes
Surface type FleshProject Settings → Physics → Physical Surface
Object channel InteractableProject Settings → Collision
Camera ignores Pawn / Character Mesh / RagdollProject Settings → Collision presets

DANGER

The project will not function correctly unless required Gameplay Tags and plugins are configured. This is the single most common migration failure.

2. Capture version context

In your forum post, state:

  • Engine version (Help → About Unreal Editor)
  • Whether you are on the stock demo map or a custom map
  • Whether Enhanced Input / CommonUI / Gameplay Tags plugins are enabled

3. Use the Output Log

  1. Open Window → Developer Tools → Output Log
  2. Reproduce the issue once
  3. Filter for relevant keywords (Error, Warning, ability/tag names, asset names)
  4. Copy only the relevant lines into your forum post (in a code block)

TIP

If the demo project works and yours does not, the framework is usually fine — the issue is almost always project setup or integration. Bisect by comparing Project Settings and initialization order against the demo.

4. Demo-first isolation

When something fails in your project:

  1. Reproduce in the unmodified demo project
  2. If it fails there too → report as a likely product/engine issue (include steps)
  3. If it only fails after migrate → treat as setup/integration (tags, interfaces, init order, missing channels)

5. Blueprint / component quick checks

For “component does nothing” issues, confirm on the owning pawn/actor:

  • Component is present on the Blueprint (not only on a parent you are no longer using)
  • Initialize (or equivalent) is called on BeginPlay where the docs require it
  • Required interfaces are implemented (BP_AbilitySystemInterface, BP_GameModeInterface, BP_SaveGameInterface, etc.)
  • Data assets (Player Info / Enemy Info) still point at valid soft references after migrate

Installation & Migration

The project does nothing after migrate / combat never starts

Likely causes (in order):

  1. Required Gameplay Tag Data Tables not added
  2. CommonUI (or other required plugins) not enabled — editor not restarted after enable
  3. Game Mode / Game Instance not set to the included classes (or interfaces not copied into yours)
  4. Partial migration missing core folders/dependencies

Fix:

  1. Complete every step in Combat System Setup
  2. Enable CommonUI, restart the editor
  3. Add these Gameplay Tag Data Tables under Project Settings → Gameplay Tags:
    • DT_CoreCombatGameplayTags
    • DT_MeleeCombatGameplayTags
    • DT_RangedCombatGameplayTags
    • DT_MagicCombatGameplayTags
  4. Set the included Game Mode and Game Instance, or implement the documented interfaces and copy the required logic into your classes
  5. Open the demo map once and confirm default combat works before integrating into a custom character

Related: Combat System Setup


Compile / plugin errors after adding the project

Symptoms

  • Editor warns about missing plugins
  • Common UI widgets fail to load
  • Input-related nodes break

Fix

  1. Edit → Plugins — enable CommonUI and any other plugins the demo enables
  2. Restart the editor after enabling plugins
  3. Confirm Enhanced Input is active (default in modern UE5 templates)
  4. If you migrated into a template that still uses legacy input, switch that pawn/controller path to Enhanced Input as shown in the system setup guides

Related: Combat System Setup · Input Buffer Setup


Impact sounds / FX don’t play on hit

Symptoms

  • Hits register but flesh impact audio/FX are wrong or silent after migrate

Cause

  • Destination project is missing the physical surface type used by the framework

Fix

  1. Project Settings → Physics → Physical Surface
  2. Add surface type Flesh (spelling and capitalization must match)
  3. Re-open impact effect data assets (e.g. melee/ranged impact effects) and confirm the Flesh surface mapping is still valid

Related: Combat System Setup


Interaction prompts never appear

Symptoms

  • Looking at interactables does nothing
  • No interact widget

Cause

  • Missing Interactable object channel, component not initialized, or collision not set to the Interactable channel

Fix

  1. Project Settings → Collision → Object Channels — add Interactable, default response Block
  2. Ensure the pawn has BP_InteractionComponent and calls Initialize on BeginPlay
  3. Ensure interactable actors use the Interactable object type and implement the interaction interface as documented
  4. Temporarily enable interaction trace visualization while testing

Related: Interaction System Setup · Interaction System Usage Guide


Camera clips into / is blocked by characters and corpses

Symptoms

  • Spring arm / camera collision hits pawn mesh, character mesh, or ragdoll

Fix

  1. Project Settings → Engine → Collision
  2. Edit presets for Pawn, Character Mesh, and Ragdoll
  3. Set them to Ignore the Camera channel

Related: Combat System Setup · Camera System


Game Mode / respawn behavior missing in my project

Symptoms

  • Player or AI does not respawn as in the demo
  • Level flow tied to game mode never runs

Fix

  1. If you do not have a custom game mode: set the included AARPG game mode in Project Settings
  2. If you do: implement BP_GameModeInterface and copy the demo game mode events/variables that handle respawn and related flow

Related: Combat System Setup


Save game never loads / progress resets

Symptoms

  • Inventory, attributes, or combat state do not restore after death/reload

Likely causes

  1. Save system still disabled (bEnableSaveGameSystem is false by default)
  2. InitializeSaveGame not called
  3. Wrong init order — save init must run before dependent component init
  4. Save slot name mismatch with BP_AdvancedGameInstance

Fix

  1. Enable the save game system flag as documented
  2. Call InitializeSaveGame on BeginPlay in the player character before other component initialization that depends on loaded data
  3. Confirm the save object / slot name matches the Game Instance settings
  4. Confirm Game Instance is the included advanced instance or implements BP_SaveGameInterface correctly

Related: Save Game System · Combat System Setup


Ability Framework

Abilities never activate

Symptoms

  • Input fires, montage/ability does not start
  • Ability appears granted but never runs

Likely causes

  1. BP_AdvancedAbilitySystemComponent not added or not Initialized on BeginPlay
  2. Pawn missing BP_AbilitySystemInterface
  3. Ability never granted (standalone Default Abilities array, or Player/Enemy Info data asset in full AARPG)
  4. Input Mapping Context not added / wrong Input Action binding
  5. State / tag blocking activation

Fix

  1. Follow Ability Framework Setup end-to-end on a test pawn
  2. Call Initialize on the ability system component at BeginPlay
  3. Implement BP_AbilitySystemInterface (Get Ability System Component, IsAbilityStateActive, etc.)
  4. In full AARPG, confirm default abilities are listed on the Player/Enemy Info data asset (explicit GiveAbility is not always required in the default setup)
  5. Confirm IMC is added on BeginPlay and the activate input reaches the ability system

Related: Ability Framework Setup · Ability Framework Usage Guide · Advanced Gameplay Ability


Gameplay Cue actors pile up / linger in the world

Symptoms

  • Cue actors remain after the effect
  • Performance degrades over long play sessions

Cause

  • Stateless cues use Instance Per Execution and are not auto-destroyed by the ability system

Fix

  1. For one-shot cues: Instancing Policy = Instance Per Execution, then explicitly Destroy Actor when finished
  2. For stateful/duration cues (poison, etc.): Instancing Policy = Instance Per Actor, prefer driving them from a duration gameplay effect so removal can track the effect
  3. Remember: effects/cues without a duration need manual removal

Related: Gameplay Cue Actor · Ability Framework Usage Guide


Ability tasks never clean up

Cause

  • Tasks are not automatically ended/destroyed

Fix

  • Call EndTask when the task is finished
  • For persistent task actors, destroy them when no longer needed
  • Review Task Instancing Policy if you are accidentally stacking instances

Related: Ability Task


Collision & Damage

Melee attacks play but never hit / never deal damage

Symptoms

  • Animation plays, no hit result, no damage

Likely causes

  1. Owning pawn missing BP_CollisionComponent / target types not configured
  2. Weapon sockets not set (SetCollisionProperties)
  3. ANS_CollisionTrace missing, wrong frames, or wrong Collision Target Tag
  4. Performing Actor not set when adding weapon target types
  5. Trace still active / wrong ignore lists filtering all targets

Fix

  1. Confirm collision setup per Collision Manager Setup
  2. Match ANS_CollisionTraceCollision Target Tag to the registered target type tag
  3. For weapons, set mesh + start/end sockets and Performing Actor
  4. Enable draw-debug on the trace target while testing, then disable for shipping
  5. Always deactivate traces when the window ends (DeactivateCollisionByTag)

Related: Collision Manager Setup · Collision Manager Usage Guide


Hits register on the wrong actors (or self)

Fix

  • Tighten Collision Object Types, ignore lists, and gameplay tags to ignore on the target type
  • Prefer owner’s BP_CollisionComponent rather than putting collision components on every weapon unless needed (e.g. projectiles)
  • Verify team/ally filtering logic in your damage application path

Related: Collision Manager Usage Guide · Target Type Class


Input Buffer

Inputs are not buffered during animations

Likely causes

  1. BP_InputBufferComponent missing
  2. Input actions still call combat logic directly instead of Store Input In Buffer
  3. ANS_InputBuffer missing from the montage window
  4. bConsumeInputBuffer set incorrectly on Pressed/Released

Fix

  1. Route Pressed/Released through Store Input In Buffer with the correct InputTag
  2. Set bConsumeInputBuffer = true only on the event that should actually consume/activate
  3. Place ANS_InputBuffer on the montage frames where buffering should be allowed
  4. Bind On Input Buffer Consumed and switch on the input tag to perform the action

Related: Input Buffer Setup · Input Buffer System Usage Guide


Buffered input never fires after the window

Fix

  • Confirm On Input Buffer Consumed is bound and handles that InputTag
  • Confirm the montage with ANS_InputBuffer actually plays
  • Ensure the pawn is in a valid state when the buffer is consumed (not dead, not hard-blocked)
  • Remember: only the last queued input is kept — earlier inputs are overwritten by design

Related: Input Buffer Setup


State Manager

States never enter / transitions do nothing

Likely causes

  1. BP_StateManagerComponent missing or not configured
  2. Default state / state classes empty
  3. In full AARPG, Player/Enemy Info data asset not driving defaults
  4. State machine not started (Run State Machine By Class or equivalent demo path)

Fix

  1. Follow State Manager Setup
  2. In full AARPG, configure default states on Player Info / Enemy Info data assets
  3. Verify state tags exist in your Gameplay Tags tables
  4. Print/log state enter/exit while testing transitions

Related: State Manager Setup · State Manager Usage Guide · State Machine


Attributes & UI

Attributes don’t change / health bar never moves

Likely causes

  1. BP_AttributesComponent not initialized on BeginPlay
  2. Attribute tags missing from Gameplay Tags
  3. In full AARPG, attributes not defined on Player/Enemy Info data asset
  4. HUD bar not bound to the component / wrong attribute tags on the widget

Fix

  1. Call Initialize on BP_AttributesComponent
  2. Define attributes on the info data asset (full AARPG) or on the component attributes array (standalone)
  3. For custom HUD: initialize WB_AttributeProgressBar with a valid component reference and matching AttributeTag / MaxAttributeTag
  4. For default AARPG HUD: add bars under AttributeBarsVerticalBox as documented

Related: Attributes System Setup · Attributes System Usage Guide · Attribute Progress Bar Widget


Attribute regeneration never ticks

Fix

  • Confirm the attribute uses a regeneratable extended attribute class
  • Check RegenRate and RegenTickInterval
  • Confirm nothing is immediately overwriting the value every frame

Related: Extended Attributes · Attributes System Setup


AI

Enemies stand still / never enter combat

Likely causes

  1. No Nav Mesh Bounds Volume (or mesh not built)
  2. EnemyInfo not set on the enemy or spawner
  3. Wrong AI controller class
  4. Missing dependent systems (State Manager, Abilities, Attributes)
  5. Behavior/patrol components missing after a partial migrate

Fix

  1. Place and build nav mesh
  2. Set EnemyInfo to a valid demo or custom BP_EnemyInfo asset
  3. Confirm AI Controller Class is BP_BaseAIController (or your intended subclass)
  4. Migrate AI folders and dependencies listed in AI System Setup
  5. Test with a stock demo enemy before customizing behavior graphs

Related: AI System Setup · AI System Usage Guide · Enemy Info Data Asset · Combat Behavior State Machines


Inventory & Equipment

Inventory is empty / items don’t persist

Fix

  • Initialize the inventory component on BeginPlay from the character Blueprint
  • If using save game, confirm save system enablement and init order (save before dependent init)
  • Verify item data assets migrated with valid references

Related: Inventory System Overview · Save Game System


Equipment slots don’t exist at runtime

Cause

  • Equipment / item slots are not generated automatically

Fix

  • On the equipment component, manually add every equipment slot and item slot you intend to use
  • Only slots present in the equipment slots array are available

Related: Equipment System Overview · Equipment Slots


Inventory panels display incorrectly

Fix

  • If using multiple inventory panels in the inventory array, leave panels to display blank as documented
  • Confirm widget bindings match the panel setup in the demo

Related: Inventory Panels


Targeting & Camera

Soft/hard lock targeting doesn’t acquire targets

Fix

  • Confirm targeting component setup and initialization from Targeting System Setup
  • Verify collision channels / trace settings still match after migrate
  • Confirm input bindings call into the targeting API
  • Compare against demo player configuration

Related: Targeting System Overview · Targeting System Setup · Targeting System Usage Guide


Camera mode doesn’t change / camera feels wrong after migrate

Fix

  1. Ensure BP_CameraModeComponent is on the character
  2. Call InitializeCameraSystemComponent() on BeginPlay with valid Camera + Spring Arm references
  3. Apply the collision ignore fixes in Camera clips into / is blocked by characters and corpses
  4. Remember: per-mode movement logic is implemented per camera mode — blank modes will not “just work”

Related: Camera System · Combat System Setup


General Questions

What engine version does AARPG support?

Unreal Engine 5.3 or later, unless a specific marketplace build notes otherwise. Always match the engine version you develop on to a version you have verified with the demo project.

Is this Blueprint or C++?

Advanced ARPG Combat is implemented in Blueprints as a modular combat framework. Comfort with Blueprints is strongly recommended before purchase and integration.

IMPORTANT

This is not a plug-and-play prefab. It is a full combat framework. If you are new to Unreal, expect a learning curve — work through the demo and system guides before deep customization.

Should I customize the demo character or migrate into my project?

Both are valid. Recommended path for fewer support issues:

  1. Learn systems in the demo project
  2. Complete Combat System Setup in the destination project
  3. Migrate one system at a time (or whole framework, then re-wire your pawn to match demo initialization)
  4. Diff your pawn’s BeginPlay/init order against the demo player when something silently fails

Works in the demo, breaks in my project: is it a bug?

Usually no. That pattern almost always means:

  • Project Settings mismatch (tags, collision, surfaces, plugins)
  • Missing interface implementation on Game Mode / Game Instance / pawn
  • Initialization order differences
  • Broken soft references after migrate

Use the diagnostics section above and compare against the demo before filing as a defect.

Where are the video tutorials?

See the product overview and YouTube tutorial playlist linked from Combat System Overview.

How do updates work?

After updating from Fab/Marketplace:

  1. Read Announcements on the forum for any manual steps
  2. Re-test the demo map
  3. Re-check Project Settings if the update adds tags, channels, or plugins
  4. Migrate carefully if you maintain a heavily modified copy — prefer merging known changed assets rather than blind overwrite when you have custom work on top

Where should feature requests go?

Use the forum Feedback category rather than Help, so support threads stay focused on broken/setup issues.


Best Practices

  1. Finish setup gates before custom work — tags, plugins, game mode/instance, surfaces, collision channels.
  2. Demo first — prove a behavior in the demo, then reproduce it in your project.
  3. Initialize explicitly — ability system, attributes, interaction, inventory, save game, camera: if the docs say call Initialize on BeginPlay, do it.
  4. Prefer data assets in full AARPG — Player Info / Enemy Info drive defaults for abilities, attributes, states, and collision configuration.
  5. Destroy what you spawn — stateless gameplay cues and finished ability tasks are manual cleanup.
  6. Deactivate traces — leaving collision traces active is a common performance footgun.
  7. Keep a clean repro project — a minimal migrated project makes forum support much faster than a 50-plugin monolith.
  8. Search before posting — this page, system guides, the forum Help/FAQ categories, and GitHub support issues.

Still stuck?

  1. Re-run the How to Gather Diagnostics checklist
  2. Search Help, FAQ and Tutorials, and GitHub support issues
  3. Open a new Help topic, a GitHub support issue, or email support@gamecodemastery.com with the report template filled in

Technical support: How to Get Technical Support