How To Create And Use Actions

This tutorial will include Data Assets. Which you don' t know already you can check out from Unreal Engine Documentation About Data Assets.

Creating the First Action

Every Action Blueprint Data Asset we create is from MAS-Action-Base. Start by creating a child of this blueprint. The blueprint you created should broadly define the Action it is representing.

For Ex: name could be BP_Action_Attack. Because of this is an Attack, Light Attack, Heavy Attack could be an instance of this blueprint. All you have to do in these instances is, change the Decide Montage, and other variables public to this action. And all the default values, and functions will work inside in this BP, with the values you populated in the instances.

After you have created ideally you should override the 2 functions named OnActionPhaseUpdated and OnActionGetsOverriden.

On Action Phase Updated

With this function you have access to these inputs:

With these inputs, you can change, update, anythink you want about the world since you know everthing about the Action, the Character.

On Action Gets Overriden

With this function you have access to these inputs:

Perfect place to resetting back to the defaults.

If you are making a combo for example: Because you know the overriden by action, you may not reset back to the defaults if the overriden by action and current action has the same tag. A Quick way to create combo system.

Action Instance Data Asset Preview

Let's look at a gameready asset to be used as a Overhead Light Attack Action, which is a child of Action_Attack.

The combat section is created by Action_Attack so your custom variables will look in these instances too.

Default Action Data Asset Variables

Modular Action System

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