📦 Tab 5: ResourceLibrary (Core Combat Assets Master)

Purpose: Uniformly register, configure, and manage all high-frequency underlying core data assets (including weapon trace sizes, multi-directional hit matrices, audio setups, camera shakes, and hit-stops).


🎛️ Core Interaction

The top of the page features a 5-tier sub-category switch button. Configuring your foundational assets here allows them to appear automatically as quick dropdown selections within Tab 2 (Skills Timeline) or Tab 1 (Presets), avoiding frequent back-and-forth searching in the Content Browser.

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📏 1. Attack Sphere (Weapon Collision & Trace Configuration)

📌 Note: Used to customize the damage detection range, volume, and shape for individual attacks or weapons. Once configured, reference these in Tab 2 (Skills) under Hit Events.

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Parameter Name Function / Purpose Default / Setup Guideline
Trace Radius Sweeping Volume Radius Controls the thickness/radius of the trace sphere or capsule volume. Higher values increase the weapon's hit reach. (Default: 60.0)
Offset Forward Forward Offset (X-Axis) Shifting the collision volume forward or backward relative to the character/weapon socket. (Default: 0.0)
Offset Right Lateral Offset (Y-Axis) Adjusts the horizontal left/right alignment of the trace zone. (Default: 0.0)
Offset Up Vertical Offset (Z-Axis) Adjusts the height / vertical placement of the trace zone. (Default: 0.0)
Single Hit Only Single-Hit Filter Toggle If checked, the action can only damage a specific enemy once per sweep. Unchecking allows continuous tick damage (Note: Extended continuous tracking is currently in development; leave checked by default).
Hit Duration Hit Duration Adjustment Finely extends or shortens the lifespan of the collision sweep in space-time. (Default: 0.1)
Box Extent 3-Axis Box Dimensions Sets the X, Y, and Z size vectors for the trace volume. Only takes effect if the collision shape below is set to Box. (Default: 60.0 / 60.0 / 60.0)
Collision Shape Trace Volume Shape Dropdown menu to switch between Sphere, Capsule, or Box. Perfectly adapts to swords, spears, or massive great-hammers.

🤕 2. Get Hit (Character Hit & Death Animation Matrix)

📌 Note: Configures multi-directional hit flinches for characters across various stun states. Once this master asset is set up, drop it into the Hit and Death Montage slot in Tab 1 (Presets) to drive the automated hit reaction state machine.

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📑 Multi-Tier Hit Stun & Death Layers (Collapsible Groups)

The interface is structured into 5 operational layers that map directly to the Hit Stun Type specified under Tab 2 (Skills):

  1. Light Hit Stun: Flinch animation group for light impacts.
  2. Medium Hit Stun: Animation group for medium impacts.
  3. Heavy Hit Stun: Heavy stagger animation group for heavy impacts.
  4. Knockback: Launch, airborne, and knockback animation setups.
  5. Normal Death: Standard character death animation group.