I've been trying for a while to debug an issue I've been having with inconsistent attack input in real-time combat; where pressing input to attack will do nothing. It is almost like an action queue that is temporarily backed up and doesn't trigger until you attempt again.
This is the setup:
I have a Control Map that has 'Attack with X Equipment Part' linked to an input button.
The Weapon in that equipment part has an Attack Override, so that it always uses an ability: 'Melee Attack'.
'Melee Attack' can be used constantly, over and over again. The Reuse Time is set to zero. So far, so good.
However, now I want to add a .4 second Wait Node inside of the Animation Battle Event for the Ability, so that I can give time for the attack animation to complete before completing the ability. In theory, this would add .4 seconds to the amount time it takes for the ability to be considered complete. (?)
If I try it once, or push it once every 1-2 seconds, it works perfectly. It is when I try to spam it over and over again where things begin to get a little inconsistent. Eventually, it will get into pattern of attacking twice in a second, then a full second or two of not responding to the attack button input at all. Rinse, repeat. There are no timeouts on any of the input buttons.
Any ideas? It feels like there's some weirdness or a bug somewhere caused by the wait node inside of the ability's Animation battle event.
Here's a video example of me spamming the attack button nonstop. You'll see how instead of a constant barrage of attacks, that there are awkward pauses where attack does nothing at all. I very rarely manage to get 3 attacks in a row, but usually I end up getting just 2 before an input fart.
http://spacejunkarlia.com/Test/attackdelay.mp4