For my melee weapon I set the Use item ability to "Button Down Continuous" and combined with Wait For Animation Event checked on Use Event and Use Complete Event the player can hold down attack to keep attacking. However if I hit something with the RecoilObject component while attacking continuously, the attacks are sped up considerably (maybe 3x as fast) for some reason, and the recoil animation (Slot0ItemSubstateIndex = 20) is getting overwritten with 2 or 3 (depending on combo attack) before the recoil animation can play.
Single strikes (with just a button tap) recoil as expected.
Also, is there another way to cause recoil en masse besides manually adding the RecoilObject component to everything? It seems like a good use for the surface system, or even better a layer mask... since you most likely want recoils to occur when hitting everything that isn't in the Enemy layer.
If it helps, my weapon is based on the sword implementation and the demo animator.
Single strikes (with just a button tap) recoil as expected.
Also, is there another way to cause recoil en masse besides manually adding the RecoilObject component to everything? It seems like a good use for the surface system, or even better a layer mask... since you most likely want recoils to occur when hitting everything that isn't in the Enemy layer.
If it helps, my weapon is based on the sword implementation and the demo animator.