Combo Graph



1.4.0 (2023-09-08)

New Features 🎉
  • feat: Expose bStopWhenAbilityEnds bool to Combo Nodes making it possible to prevent montage being aborted if the ability ends normally in #50
Bug Fixes
  • Fix to prevent assertion crashes if ability is explicitly ended on EventReceived event in #51

Full Changelog:

1.3.6 (2023-09-05)

Other Changes

Full Changelog:

1.3.5 (2023-06-16)

Bug Fixes
  • Fix Lyra Edge replication by not duplicating edges, and remove 4.26 / 4.27 / 5.0 workaround with Edge DuplicateObject in #47
  • Fix preview mesh picker for 5.2 by setting FPersonaToolkitArgs::bPreviewMeshCanUseDifferentSkeleton in #48

Thanks to Killer_Whaley and SirSuperDude on Discord for the bug reports.

Full Changelog:

1.3.4 (2023-05-13)

Other Changes
  • Fixes a deprecation warning in 5.2 in #46

Full Changelog:

1.3.3 (2023-01-17)

What's Changed

  • refactor: Convert all native pointer usage to TObjectPtr
  • fix: Fixed AbilityTask_NetworkSyncPoint can cause duplicate Gameplay Effect applications

Fixing an issue ( where it was possible for locally predicted GE's to be added w/ a different prediction key than the server causing it to fail to clean up.


Not present on 5.0 and will likely get patched in 5.1.1

Fixed by forking UAbilityTask_NetworkSyncPoint to backport this commit without waiting on 5.1.1 which fixes its usage within Combo Graph assets. Once 5.1.1 hits, this will likely not be needed anymore.

Full Changelog:

1.3.2 (2022-11-17)

Other Changes
  • Fix compilation errors / warnings for 5.1 in #42
Continuous Integration
  • Windows, fix matrix include to ignore 4.27 (0846a3d8)
  • Fix windows / darwin workflow vars (fde41533)
  • Update build matrix to run against 5.0 / 5.1 (db4d41fb)
  • Release, disable build on linux / osx (60a7c4a8)

Full Changelog:

1.3.1 (2022-08-05)

Bug Fixes

  • Fixes for Lyra / Use Weak object pointers instead of raw pointers for owning task /ability in #41
    • Using a combo graph ability in Lyra was resulting in a crash on end PIE (Play in Editor) or when switching maps. Now fixed with this change.

Full Changelog:

1.3.0 (2022-08-05)

New Features 🎉
  • Add OSx / Linux support and Setup CI in #40

This also update brings back support for 4.27 which is now up to date with latest changes.

Full Changelog:

1.2.1 (2022-06-05)

Bug Fixes

  • Montage Task: Fix issue with blending out montages that are interrupted not triggering EndGraph event properly
    • Ensures Interrupted event is triggered when montage ends in PlayMontage task.

1.2.0 (2022-04-09)

1.2.0 is only available for ue 5.0 for now. 4.27 plugin version will be updated shortly.

New Features

  • Customize tasks debug string to display running combo graph asset in gameplay debugger


  • Notify States: Change NotifyBegin / NotifyEnd signature to comply with ue5 deprecation of previous signature
  • Editor: Change Editor module loading phase to PreDefault
  • ComboGraphAssetEditor: Add GetReferencerName override and avoid ensure error for ue5

1.1.0 (2022-02-23)

New Features

  • Conduit support - Can be used immediately after the entry node
  • Enhanced Input Triggers:
    • Adding support for Input Action Canceled event
    • Adding support to trigger transition on Input Action triggers [wip]
    • Make Enhanced Input Trigger event the default for edges (transition nodes), and ensure transition event is sent only once and only within combo windows
  • Charge Attacks: Added GetMagnitudeForEffectContainer BP overridable method for Combo Nodes
  • Editor:
    • New app mode to switch to graph only view (no persona preview)
    • Display node class information when using custom graph nodes at the bottom of the slate content box
  • Graph Add Transition Behavior on edges with four options
      • Immediately: Trigger combo transition immediately, as soon as input trigger is registered
      • OnAnimNotifyClass: Trigger combo transition based on a specific Anim Notify class.
      • OnAnimNotifyName: Similar to the above, but using a skeleton notify name.
      • OnComboWindowEnd (default): Trigger combo transition when combo window notify state ends if an input was registered

For anim notify behaviors, by the time an input trigger is received, combo transition will happen when the animation reaches this notify state or immediately if animation current time frame is passed the notify state.

  • Graph New Blueprint exposed StartSection Name on Combo Montage nodes.
    • Allow combo montage node to define an optional Start Section name (default None), that is passed down to the play montage task.
    • If defined and matching a valid section, montage will start the animation at the specified section.
    • Also adding GetMontageStartSection() BlueprintNativeEvent (Blueprint overridable) with default behavior returning the StartSection name for the given node.
  • Combo Node: Add BP exposed RootMotionScale. Sets scale to apply to root motion translation on the animating character
  • Graph: Append class name for BP node in Context Menu (can be disabled via bIncludeClassNameInContextMenu)

Bug Fixes

  • Collision Component:
    • Prevent hit event called twice for clients on server for an actor already hit
  • AI Task: Make it so that UComboGraphBTTask_RunComboGraph can fallback to ASC for task owner
  • Change debug log verbosity when damage is applied from Error to Verbose
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