<aside> 💡 CGS Tip: Component-based logic offers flexibility to modify an actor’s behavior. You can delete, adjust, or migrate components as needed. While some data resides in the character, you aren’t required to migrate or use all of it. For example, if you're creating close combat for a shooter, you don’t need the Input Buffer. Similarly, for Slasher-style combat, targeting mechanics might not be necessary, instead you can use Soft Targeting. Adapt components based on your specific gameplay needs.
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Collision Manager is used on weapons to detect collision hits.
It can be used both on melee weapons like sword, and projectiles like arrow/bullet.
The Collision Manager is added to the actor responsible for colliding with other actors or dealing damage. If you have a weapon class from the inventory system, add the Collision Manager to it. Once added, override the Collision Enabled Event and set up the collision mesh with all necessary sockets.
The event will be triggered when the Attack Trace Notify Window is opened. At this point, the system will trace from the first socket to the last socket of the weapon mesh to determine collisions.



