A lightweight, network-ready input combo system for Unreal Engine
Documentation: https://tiny-tools.gitbook.io/tiny-tools-docs/action-button-mapping-plugin
TinyTools Combo Component is a focused, production-ready C++ ActorComponent that detects button combos using a time-buffered input history. It’s designed for action games, fighters, ARPGs, rhythm systems, and any gameplay that needs combo detection without dragging in a full combat framework.
The Combo Component utilizes Gameplay Tags as inputs, which allows you to record "actions" rather than "user inputs". This means you can create complex combos from daisy-chaining combos together (a super combo???) or using in-game actions as a step for a combo.
Ideal Use Cases
Fighting games (light / heavy / special inputs)
Action RPG ability chains
Rhythm or timing-based gameplay
Boss mechanics or scripted sequences
Custom input layers on top of Enhanced Input
Server-authoritative combo logic for multiplayer games
Works Great With
Custom combat systems
Ability frameworks
Gesture or stick-motion plugins
Any project that wants precise, testable combo detection