# Action Manager

<div align="left"><figure><img src="/files/3zZsAH0lcMZQ2lv5n5hy" alt=""><figcaption></figcaption></figure></div>

The **Action Manager (AC\_ActionManager)** is responsible for managing, tracking, and executing all player actions. At runtime, it spawns and initializes action objects, providing a centralized system to find and execute actions dynamically.

It is added to the **Character** class by default **(B\_Soulslike\_Character).**

### **How It Works**

1. **Action Registration**:
   * At runtime, all relevant Actions (e.g., Attack, Dodge, Jump, etc.) are registered and initialized as UObject-based instances.
   * Actions are stored in a map for quick lookup through the usage of Gameplay Tags.
2. **Performing Actions**:
   * When an action is requested (through the **Input Buffer**), the Action Manager looks up the incoming Action in its map.
   * Calls the `ExecuteAction()` method in the found action object, triggering the action's specific behavior.
3. **Action State Management**:

   * Ensures that only valid actions can execute (e.g., preventing a dodge during an attack unless queued).

   <figure><img src="/files/Yw8FiPz5X1PJxDb9kRt1" alt=""><figcaption></figcaption></figure>

### See Next: [How to Create/Edit Actions?](/workflow/editor.md)


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