<aside> 💡 CGS Tip: The system is designed in a way that helps you understand what happens without having millions of interface messages between blueprints, allowing you to easily explore the logic to find source actions. You can delete the input buffer system or migrate it to your own project without issues. The main components have no references to each other, and the logic contains no project-specific features you might not need. I've developed several games with combat systems, including shooter games, so I speak from experience. While many frameworks are overwhelming and some are either useless or have too simple setup, you can customize CGS exactly how you want and add or remove any feature.
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Current Combat Character contains necessary main logic to kickstart your project. Every Character with CGS needs only 5 main thing:
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CGS Tip: This Action System uses an Input Buffer to consume inputs. When you perform an action, the animation being played can open the Input Buffer state via Anim Notify, saving the next input on Close IB State.

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You can define any actions or logic you prefer. It’s not necessary to follow the exact setup for Melee Attacks as demonstrated in the Demo Character. However, using this character as a Base Avatar can be helpful.
