Combo Inputs
The Combo Ability expects two types of input: the usual activation action and a gameplay event to advance the combo.
In the example above:
The input first checks if the combo window is open, using a specific Gameplay Tag.
If the window is open, a gameplay event is sent to advance the combo.
The event’s payload includes the Input Action (as an optional object).
If the window is not open, the input simply activates the Combo Ability as usual.
The Event Tag you send depends on the Event Mode configured in your Combo Ability:
Gameplay Tag Mode: Send the exact Gameplay Tag used by your State Tree transitions (e.g.
Combat.Event.Combo.Attack.Primary). You do not need to send the Input Action in this mode.Input Action Mode: Always send the gameplay event with the tag
Combat.Event.Combo.Attack. Include the Input Action in the payload. The Combo Ability will map it to a transition tag defined in the State Tree.
