Stored in DA_DamageGeneralEvents
and when called it is used to Dispatch Action Montages, Timed Tag, Tag Event, or Gameplay Cues.
Fallback Config - Used if no type is found
Type Based Config - Can be either Hit Type or Damage Type. In the example project, for example, General Damage Events are used for the parry animation and FX, so it is possible to have diferent animation and FX for parries depending if the damage was a blunt, or piercing, etc.
If try to find contextual is set, then the contextual tag of the enemies’ attack is used if found. Use this, for example, to choose unique montages parries animation for unique attacks.
Can be called with I_AACS_Comp_Combat_SpawnGeneralDamageEvent
Here in the example project, General Gameplay Events was used just for the parry Action Montage and Gameplay Cue (Screen shake, etc). But they can be used for many purposes.
Consider checking Gameplay Cues , Action Montages , and Damage Negation