Purpose: Create and finely edit independent skill assets (Skill DA). Control damage values, combo detection windows, effects, audio, hit-stop (time dilation), and camera shakes for every single strike. Basic Operation: Select a skill on the left, then expand and fill in the fields under the Attack Config group on the right.

| Parameter Name | Function / Purpose | Description / Value Reference |
|---|---|---|
| BDA Montage | Animation Asset | Drag and drop the native Anim Montage asset you want this specific ability to play. |
| Combo Window Start | Combo Input Start (Seconds) | The exact timestamp (in seconds) during the animation when the system begins accepting the next input command. (e.g., 0.7) |
| Combo Window End | Combo Input End (Seconds) | The expiration timestamp for input detection. If no key is pressed after this point, the combo chain resets/fails. (e.g., 1.0) |
| Release Time | Ability Release / Recovery Finish | The timestamp (in seconds) when the move's recovery frames finish. (e.g., 1.2) |
| Hit Stun Type | Target Hit Stun Type | Dropdown menu to define the hit reaction intensity applied to the target upon impact. Options include: Light / Heavy. |
📌 Note: This dataset is pumped directly through the
ED_OnTakeHitevent dispatcher for your custom damage system to read.
| Parameter Name | Function / Purpose | Example Value |
|---|---|---|
| Name / Skill_ID | Ability Name & Unique ID | Slash_01 / 1001 |
| SkillBaseDamage | Base Guaranteed Damage | 50 |
| SkillDamageScale | Damage Modifier / Scale | 1.2 (Multiplier: 1.0 = base, 1.5 = 150% damage) |
| AttackStyle | Attack Style / Type Tag | Normal / Physical (Used for custom damage types) |
| DamageElement | Elemental Property Tag | None / Fire (Integrates with your elemental counter systems) |
📌 Note: Configures the instant visual feedback when striking an enemy. Time slow and screen shake setups have built-in presets ready for plug-and-play use.
| Parameter Name | Function / Purpose | Asset Type to Assign |
|---|---|---|
| TimeSlow | Hit-Stop / Time Dilation | Creates a crunchy, heavy impact freeze. Assign your custom Time Dilation Data Asset (DA). |
| Shake | Camera Shake | Instantly enhances the perceived weight and power of the hit. Assign your Camera Shake Blueprint asset. |
| BDA_Effect | Hit Particle / VFX | The visual impact spark spawned at the hit location on the target. Assign your Effect Data Asset (DA). |
📌 Note: All events utilize a highly optimized "Time + Data Asset" design framework. Simply type in the timestamp (seconds), and the effect will fire perfectly at that exact frame! Click
+to append infinite events.
| Event Array Name | Core Function / Purpose | Common Use Cases & Description |
|---|---|---|
| Effect Events | Spawns specific particle or Niagara effects at a designated timestamp. | Used for playing constant weapon swing effects or blade trails attached to the movement. |
| Trail Events | Toggles the weapon's dedicated blade ribbon/trail on and off at exact timestamps. | Configures the precise start and end activation timestamps for weapon blade ribbons/trails. |
| Sound Events | Fires a specific combat sound effect at a designated timestamp. | Configures the timing for weapon swings, whooshes, or air-cutting sound triggers. |
| Hit Events | CRUCIAL! Defines the precise start and end timestamps to open weapon collision detection. | Controls the weapon tracing capsule/sphere generation. Damage only registers when this sweeps through an enemy. |
| Shake Events | Triggers an action-based camera shake (fires regardless of hitting an enemy). | Ideal for ground slams, heavy heavy attacks, or ultimate charging phases where the screen shakes automatically. |
| Time Slow Events | Triggers a localized time dilation / bullet-time sequence for the caster. | Perfect for specific iaido/sheathing pauses, parry windows, or ultimate ability charging states. |