Hit Reactions in AACS have two modes, simple and advanced, and can be toggled with the option “Use Simple Hit Reactions” in the component options. I encourage using advanced, but it can be over complex if your player or AI character do not need any advanced hit reaction, like for air combat or states. In this case the simple is the best option.

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Simple Hit Reactions

Just choose the reaction based on the attribute that was damaged, usually health and block health, and the direction of the attack. Ideal for simpler enemies.

Advanced Hit Reactions

Stored in DT_AdvancedHitReactions

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Advanced hit reactions selection are based on: The Attribute damaged (health, stamina, block health, etc) or if the attribute tag is not found, the character state itself, like blocking. Then the reactions Data Asset (DA_HitReaction) is chosen by the Damage Type (Blunt, Piercing, etc) , and by the character main state (Walking, falling, bound, etc).

Then on the data asset DA_HitReaction

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