The ComboGraph plugin which provides a system for defining and handling combo sequences in Unreal
Engine. It brings new fully functional blueprint-based graph to create complex combo chains.
Main idea is not creating new production-ready solution, but rather to provide core functionality for developers who wants to build their own system.
- Define combo sequences using nodes in a blueprint-based graph.
- Handle input actions to trigger combos.
- Play animations for each combo step.
- Support for different types of combo nodes (Opener, Midler, Ender).
- Clone or download the
ComboGraphplugin into your project'sPluginsdirectory. - Open your project in Unreal Engine.
- Enable the
ComboGraphplugin in the Plugins window.
How to properly setup system:
- Create a new
ComboGraphand define your combo sequences with nodes. - Every node should have set
InputActionandComboMontageproperties. Montage also should have setUCanContinueComboNotifyStatewhich will be window to continue combo. - Implement
IComboHandlerInterfacefor your character. - Set the
ComboGraphandComboInputMappingContextproperties on theUComboHandlerComponent. - Now you can try to use it.
Those are examples of combo sequences implemented with ComboGraph plugin
Functionality is separated into two main modules: ComboGraphEditor and ComboGraphRuntime.
First one is responsible for editor-related logic, like creating nodes and connections. It also handle basic commands, drag and drop, and other editor-related stuff.
Second one is responsible for runtime logic, like handling input actions and playing animations.
The UComboGraphNode class is the parent class for all combo sequence nodes. It includes properties for input actions,
animations, and connections to other nodes.
Combo nodes are defined using the EComboNodeType enum:
None: No specific type.Opener: The starting node of a combo.Midler: A middle node in a combo sequence.Ender: The ending node of a combo.
By default, connection policy is predefined, but can be overriden with UComboGraphEnderNode::CanCreateConnectionFrom and UComboGraphNode::CanCreateConnectionTo
| Node Type | Can Connect From | Can Connect To |
|---|---|---|
| Opener | Can't be connected from anything | Midler |
| Midler | Opener, Midler | Midler, Ender |
| Ender | Midler | Can't be connected to anything |
The UComboHandlerComponent class handles the logic for processing combo sequences. It binds input actions, finds
suitable combo nodes, and plays animations.


