Preface (Mandatory Red Notice)
Versions Ver.1.1 and earlier controlled the timing of combos, recovery frames, VFX, hit detection, and sound effects by entering numerical second values on the skill panel. Starting with Ver.1.2, all time input fields on the panel have been removed. All trigger timings are now managed via Animation Notifies placed inside your Animation Montages. The underlying core logic remains identical to older versions, with improved frame-perfect precision and no animation desync issues.
1. New Setup for Combo Window & Skill Recovery Timing (Corresponds to Combo Window Start / Combo Window End / Release Time)
Legacy Panel Function Overview
- Combo Window Start
Original Function: Once the animation hits the specified second mark, the player can input combo follow-up presses.
【Ver.1.2 Update】No second values need to be entered here. All timing logic has been migrated to Animation Notifies within the montage.
- Combo Window End
Original Function: If no input is registered after the specified second mark, the combo chain will fail automatically.
【Ver.1.2 Update】No second values need to be entered here. All timing logic has been migrated to Animation Notifies within the montage.
- Release Time
Original Function: When playback reaches the specified second mark, the skill recovery window ends, allowing the player to cast another ability.
【Ver.1.2 Update】No second values need to be entered here. All timing logic has been migrated to Animation Notifies within the montage.
Step-by-Step Operation
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Locate the BDA Montage field on your skill panel. Click the icon next to the dropdown and double-click to open the Animation Montage bound to this skill.


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Locate the Notify Track bar at the top of the Animation Editor. Right-click the track to create a new Notify Track (this step is only for organizational clarity; you can use a single track for all notifies if preferred).

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Right-click on the exact frame of the timeline where you want the trigger to fire, then add either:

- Animation Notify (AN prefix): Triggers once at a single frame point
- Animation Notify State (ANS prefix): Runs over a duration, firing events on start and end (or continuously during the window)
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- ANS_ComboWindow: Replaces the old Combo Window Start & Combo Window End numeric values. Drag the start marker to the frame where combo input unlocks, and drag the end marker to the frame where combo chaining becomes unavailable.
- AN_ReleaseTime: Replaces the old ReleaseFinish parameter. Place this notify on the final frame of your skill recovery animation to mark the end of post-attack lockout.
- Drag the notify markers horizontally along the timeline to fine-tune trigger frames and align perfectly with animation visuals.
- Save your Animation Montage, return to the skill panel, and no numerical values need to be filled in these three fields for the system to work.
2. New Setup for VFX / Weapon Trails / Sound / Hit Detection / Camera Shake / Slow Motion (All Event Arrays Revised)
Legacy Module Overview