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).
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.

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