3. Create an Input Branch and connect the Start Combo pin from the Root node to the Input pin of the new branch. This marks the entry point of your combo.
Click the node and configure it using the Node Data panel. Specify which input (via Gameplay Tags) triggers the next combo step. Tags must begin with ComboGraph.Input (e.g., ComboGraph.Input.Attack).
5. Create an Execution Node and connect it to the previous Input Branch.
Add an Execution Pass (e.g., Play Montage) and assign your chosen animation montage.
The plugin provides built-in collision detection for both GAS and non-GAS setups.
IMPORTANT!!!
For GAS Users
Use the GA_CombatAbility_Base and override the OnHit function to handle hit events.
For Generic Users
Refer to CBP_BasicComboCharacter → BeginPlay for a complete example.
It’s the same as when using GAS but instead of using AbilityTask, you’ll implement hit logic using GameplayTask from your character or component blueprint.