Ninja Bear Studio Plugins Help

Input Integration

Ninja Input provides functionalities and synergies that simplify coding input for your combat system.

Combo Inputs

On top of the multiple GAS-related handlers available in Ninja Input for straightforward activations (such as common attacks and casts), you’ll also find other combat-related handlers designed for Ninja Combat—specifically, to handle nuances of the Combo Input.

Disable Input

Some Gameplay Abilities automatically add tags to their avatar that are recognized by Ninja Input.

The Opportunity Attack Ability adds tags to its owner that, by default, disable input for movement and camera. This is because the opportunity attack is expected to take control over both the character’s movement and camera.

The Target Lock Ability adds tags to its owner that, by default, disable input for the camera. This is done since Target Lock should keep focus on the current target, so the camera must be locked—at least on the yaw axis.

Input Buffer

Ninja Input also provides an Animation-Based Input Buffer, a common requirement for certain combat systems. This enables behaviors such as buffering an attack input while the character is performing an evade (or vice versa).

Forward Reference

In some cases, the input system requires a Forward Reference that always points forward. If you already have one in your game, it can be reused by the combat system, which has the same requirement.

To reuse your Forward Reference from the input system, either add the Combat.Component.ForwardReference tag to the Arrow Component, or return that Arrow Component in GetCombatForwardReference from the Combat System Interface.

Last modified: 14 September 2025