⚔️ Tab 2: Skills (Full-Featured Ability Editor)

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.

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📊 1. Base Animation & Combo Windows

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.

📊 2. Core Struct Extensions (Damage & Visual Controls)

🛑 Foldout A: HitSendData (Damage Output Data)

📌 Note: This dataset is pumped directly through the ED_OnTakeHit event dispatcher for your custom damage system to read.

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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)

👁️ Foldout B: AttackVisualConfig (Impact Feedback Presets)

📌 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).

📊 3. Underlying Timeline Event Arrays (Events)

📌 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.