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GAS Combo Attacks with Ninja Bear Combat

510 views· 21 likes· 11:43· Nov 6, 2025

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About This Video

In this video I show you how I set up a clean 3-hit combo using the Ninja Bear Studios Combat plugin, driven by GAS tags and a State Tree. I start on the animation side by duplicating my original attack montage into AM_Attack_2 and AM_Attack_3, swapping in the proper light combo animations (01B and 01C), and then adding a second notify track for a “Combo Window.” That combo window is the key piece—it defines when you’re allowed to buffer the next input and transition into the next montage. I also adjust the melee scan notify timing per montage, since some swings are faster and you want the hit window to match the animation. After that, I create three Combat Ability Attack blueprints (GA_Attack_01/02/03) and tag them as combo01A, combo01B, and combo01C so the system always knows which step we’re on. Then I build a Ninja Combat Combo Component State Tree (ST_Combo01) that tracks ComboCount, activates the correct ability by tag, and advances on the Combat.Event.ComboAttack.Primary event. Finally, I wrap everything into a Combat Ability Combo (GA_Combo01), wire it to my main attack input, enable “send event if active,” and add the Combo Manager component to my character so the interface can return it. Once that’s in, you can go 1-2-3 repeatedly, and then I talk about adding cooldowns if the attack speed is too fast.

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