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:
- Technical support → Help on the official forum, GitHub support issues, or email support@gamecodemastery.com
- Discord → community discussion only, not technical support
- AARPG troubleshooting → this page and Combat System Setup first
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:
- Unreal Engine version (e.g. 5.3, 5.4, 5.5)
- AARPG version / purchase build (and roughly when you last updated)
- Fresh demo vs migrated project
- Exact steps to reproduce
- Expected vs actual behavior
- Relevant Output Log excerpt (not a full multi-megabyte dump)
- Screenshots of Project Settings when relevant (Gameplay Tags, Collision, Plugins)
- 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_CollisionTraceis on the montage;Collision Target TagisCollision.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:
| Check | Where |
|---|---|
CommonUI enabled | Edit → Plugins |
| Gameplay Tag Data Tables added | Project Settings → Gameplay Tags |
| Game Mode set or interface copied | Project Settings → Maps & Modes |
| Game Instance set or save interface copied | Project Settings → Maps & Modes |
Surface type Flesh | Project Settings → Physics → Physical Surface |
Object channel Interactable | Project Settings → Collision |
| Camera ignores Pawn / Character Mesh / Ragdoll | Project 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
- Open Window → Developer Tools → Output Log
- Reproduce the issue once
- Filter for relevant keywords (
Error,Warning, ability/tag names, asset names) - 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:
- Reproduce in the unmodified demo project
- If it fails there too → report as a likely product/engine issue (include steps)
- 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):
- Required Gameplay Tag Data Tables not added
CommonUI(or other required plugins) not enabled — editor not restarted after enable- Game Mode / Game Instance not set to the included classes (or interfaces not copied into yours)
- Partial migration missing core folders/dependencies
Fix:
- Complete every step in Combat System Setup
- Enable
CommonUI, restart the editor - Add these Gameplay Tag Data Tables under Project Settings → Gameplay Tags:
DT_CoreCombatGameplayTagsDT_MeleeCombatGameplayTagsDT_RangedCombatGameplayTagsDT_MagicCombatGameplayTags
- Set the included Game Mode and Game Instance, or implement the documented interfaces and copy the required logic into your classes
- 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
- Edit → Plugins — enable
CommonUIand any other plugins the demo enables - Restart the editor after enabling plugins
- Confirm Enhanced Input is active (default in modern UE5 templates)
- 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
- Project Settings → Physics → Physical Surface
- Add surface type
Flesh(spelling and capitalization must match) - 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
Interactableobject channel, component not initialized, or collision not set to the Interactable channel
Fix
- Project Settings → Collision → Object Channels — add
Interactable, default response Block - Ensure the pawn has
BP_InteractionComponentand callsInitializeon BeginPlay - Ensure interactable actors use the
Interactableobject type and implement the interaction interface as documented - 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
- Project Settings → Engine → Collision
- Edit presets for Pawn, Character Mesh, and Ragdoll
- 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
- If you do not have a custom game mode: set the included AARPG game mode in Project Settings
- If you do: implement
BP_GameModeInterfaceand 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
- Save system still disabled (
bEnableSaveGameSystemis false by default) InitializeSaveGamenot called- Wrong init order — save init must run before dependent component init
- Save slot name mismatch with
BP_AdvancedGameInstance
Fix
- Enable the save game system flag as documented
- Call
InitializeSaveGameon BeginPlay in the player character before other component initialization that depends on loaded data - Confirm the save object / slot name matches the Game Instance settings
- Confirm Game Instance is the included advanced instance or implements
BP_SaveGameInterfacecorrectly
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
BP_AdvancedAbilitySystemComponentnot added or notInitialized on BeginPlay- Pawn missing
BP_AbilitySystemInterface - Ability never granted (standalone Default Abilities array, or Player/Enemy Info data asset in full AARPG)
- Input Mapping Context not added / wrong Input Action binding
- State / tag blocking activation
Fix
- Follow Ability Framework Setup end-to-end on a test pawn
- Call
Initializeon the ability system component at BeginPlay - Implement
BP_AbilitySystemInterface(Get Ability System Component,IsAbilityStateActive, etc.) - In full AARPG, confirm default abilities are listed on the Player/Enemy Info data asset (explicit
GiveAbilityis not always required in the default setup) - 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 Executionand are not auto-destroyed by the ability system
Fix
- For one-shot cues:
Instancing Policy = Instance Per Execution, then explicitlyDestroy Actorwhen finished - 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 - 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
EndTaskwhen the task is finished - For persistent task actors, destroy them when no longer needed
- Review
Task Instancing Policyif 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
- Owning pawn missing
BP_CollisionComponent/ target types not configured - Weapon sockets not set (
SetCollisionProperties) ANS_CollisionTracemissing, wrong frames, or wrongCollision Target TagPerforming Actornot set when adding weapon target types- Trace still active / wrong ignore lists filtering all targets
Fix
- Confirm collision setup per Collision Manager Setup
- Match
ANS_CollisionTrace→Collision Target Tagto the registered target type tag - For weapons, set mesh + start/end sockets and
Performing Actor - Enable draw-debug on the trace target while testing, then disable for shipping
- 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_CollisionComponentrather 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
BP_InputBufferComponentmissing- Input actions still call combat logic directly instead of
Store Input In Buffer ANS_InputBuffermissing from the montage windowbConsumeInputBufferset incorrectly on Pressed/Released
Fix
- Route Pressed/Released through
Store Input In Bufferwith the correctInputTag - Set
bConsumeInputBuffer = trueonly on the event that should actually consume/activate - Place
ANS_InputBufferon the montage frames where buffering should be allowed - Bind
On Input Buffer Consumedand 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 Consumedis bound and handles thatInputTag - Confirm the montage with
ANS_InputBufferactually 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
BP_StateManagerComponentmissing or not configured- Default state / state classes empty
- In full AARPG, Player/Enemy Info data asset not driving defaults
- State machine not started (
Run State Machine By Classor equivalent demo path)
Fix
- Follow State Manager Setup
- In full AARPG, configure default states on Player Info / Enemy Info data assets
- Verify state tags exist in your Gameplay Tags tables
- 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
BP_AttributesComponentnot initialized on BeginPlay- Attribute tags missing from Gameplay Tags
- In full AARPG, attributes not defined on Player/Enemy Info data asset
- HUD bar not bound to the component / wrong attribute tags on the widget
Fix
- Call
InitializeonBP_AttributesComponent - Define attributes on the info data asset (full AARPG) or on the component attributes array (standalone)
- For custom HUD: initialize
WB_AttributeProgressBarwith a valid component reference and matchingAttributeTag/MaxAttributeTag - For default AARPG HUD: add bars under
AttributeBarsVerticalBoxas 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
RegenRateandRegenTickInterval - Confirm nothing is immediately overwriting the value every frame
Related: Extended Attributes · Attributes System Setup
AI
Enemies stand still / never enter combat
Likely causes
- No Nav Mesh Bounds Volume (or mesh not built)
EnemyInfonot set on the enemy or spawner- Wrong AI controller class
- Missing dependent systems (State Manager, Abilities, Attributes)
- Behavior/patrol components missing after a partial migrate
Fix
- Place and build nav mesh
- Set
EnemyInfoto a valid demo or customBP_EnemyInfoasset - Confirm
AI Controller ClassisBP_BaseAIController(or your intended subclass) - Migrate AI folders and dependencies listed in AI System Setup
- 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
- Ensure
BP_CameraModeComponentis on the character - Call
InitializeCameraSystemComponent()on BeginPlay with valid Camera + Spring Arm references - Apply the collision ignore fixes in Camera clips into / is blocked by characters and corpses
- 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:
- Learn systems in the demo project
- Complete Combat System Setup in the destination project
- Migrate one system at a time (or whole framework, then re-wire your pawn to match demo initialization)
- 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:
- Read Announcements on the forum for any manual steps
- Re-test the demo map
- Re-check Project Settings if the update adds tags, channels, or plugins
- 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
- Finish setup gates before custom work — tags, plugins, game mode/instance, surfaces, collision channels.
- Demo first — prove a behavior in the demo, then reproduce it in your project.
- Initialize explicitly — ability system, attributes, interaction, inventory, save game, camera: if the docs say call
Initializeon BeginPlay, do it. - Prefer data assets in full AARPG — Player Info / Enemy Info drive defaults for abilities, attributes, states, and collision configuration.
- Destroy what you spawn — stateless gameplay cues and finished ability tasks are manual cleanup.
- Deactivate traces — leaving collision traces active is a common performance footgun.
- Keep a clean repro project — a minimal migrated project makes forum support much faster than a 50-plugin monolith.
- Search before posting — this page, system guides, the forum Help/FAQ categories, and GitHub support issues.
Still stuck?
- Re-run the How to Gather Diagnostics checklist
- Search Help, FAQ and Tutorials, and GitHub support issues
- 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