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How-to Guides

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Created: Oct 21, 2026Updated: Oct 21, 2026

Table of contents

How-to Guides

Each article finishes one verifiable path. Enable the plugin and finish GGA Ability System initialization from Quick Start first, then pick a task.

Task

You should see

Observe GCS in the Companion Project

In GCS_Demo, compare melee windows, ranged shots, lock-on, and combos by path without opening Blueprint graphs

Attach Combat Components

Get / Find resolve Combat, Trace, and Bullet components; the Debugger Shared section shows the combat-entity interface

Register the First Attack Result

The target Flow registers one Attack Result from GGA PostExecute, and a Default processor runs once

Author a Melee Attack

A sweep hits during the window, an Attack Result appears, and the Effect Context carries the attack definition

Author a Ranged Attack

Predicted bullets show a trail and apply no Gameplay Effect; the server Entry confirms before GE

Configure Combo and Weapon

ComboStep moves from the first hit to the second, then resets; the current-action weapon stays separate from weapon activation

Concepts stay in Core Features. Fields live in Parameter Reference. Hits or prediction that look wrong belong in Debugging and Troubleshooting.