Damage and i-frames are handled by animation notifies. For damage, add the “HitScan” notify state to your animation, and on the configuration panel, select the bone in which the trace will start, among other options like damage and FX.
Another Included Notifies: “BP_N_iFrames” – Optional – iFrames (Avoid Damage in the Notify Window) “BP_N_AttackEnd” – Optional – Jump to the end of the attack, for faster combos “BP_N_Attack_MoveTo” – Required – only for “Move To Attacks” animations, Starts the movement. “BP_N_Attack_Pause” – Optional - for “Move To Attacks” animations, Pause the Animation until the chracter reach the target. “BP_N_CounterWindow” – Required – only in Counter animations. Place on the attacker, in the interval where the counter is possible.
Damage are defined per attack in the combos Data Table
Can be, Default Data Table or Notify
Default - Just get the default damage value 1.
Data Table - Finds the damage preset from the name “BaseDamageDTName” on the DT_DamagePresets
Notify - Gets the damage directly from the Hit Scan Notify.