Overview
The AGR Combat Component manages combat gameplay mechanics and handles registering and triggering tracer components.
Tracer components are used to simulate and detect hits or impacts during melee attacks, arcs, or other proximity-based combat logic.
Use the AGR Trace Anim Notify State to control when registered tracers should start and end during animations.
Combat Component Settings

Setup
Segment Count: Specifies the number of points to be used for tracing by the tracer component. This value determines how many evenly distributed segments will be created along the path.Trace Params: Parameters for trace operations used by the AGR tracer components.
Events
On Hit
On Hit is triggered when a tracer component detects a hit.
Tracer Component1 : Reference to the component that caused the hit.Hit Result2 : Details about the hit.

On Unique Hit
On Unique Hit is triggered when a unique hit (one actor per trace cycle) is detected by a tracer.
Tracer Component1 : Reference to the component that caused the hit.Hit Result2 : Details about the unique hit.

You should implement logic to filter and define what a "unique" hit means for your use case.
On Tracer Updated
On Tracer Updated is triggered when a tracer is registered, unregistered, or has started/ended tracing.
Update Type1 : Type of update (Registered, Unregistered, Started, Ended)Tracer Id2 : Gameplay tag used to identify the tracer.Tracer Component3 : Reference to the component.

This component is designed to be extended and integrated with custom tracer implementations, such as sockets, arcs, or line traces.