# Extending Weapon Animsets

### 1. Extending the Primary Animset Asset

Open the **PDA\_WeaponAnimset** primary data asset. Add a new property of type **Anim Montage (Soft Reference).** Connect it to **Event SetupAnimData:**

<figure><img src="/files/3A8AOCWUykne1qKYDIsd" alt=""><figcaption><p>The event is used <strong>ONLY</strong> for the Utility editor tool <strong>EUW_WeaponAnimsetCreator</strong></p></figcaption></figure>

### 2. Adjusting the Soulslike Weapon Animset Creator Utility Tool

Head inside **EUW\_WeaponAnimsetCreator located in /SoulslikeFramework/\_Utility/Creators.** Promote the new pin that we've created inside the **primary asset** into a variable:

<figure><img src="/files/h4OjDr65aVh5wR6FXQaP" alt=""><figcaption></figcaption></figure>

Add a new **Single Property View** component to the vertical box inside the Editor Utility Widget. Give it an appropriate name, and fill in the **Property Name** field with the new variable we've created inside **EUW\_WeaponAnimsetCreator:**

<figure><img src="/files/KlkI8V2tO9kKFMVkho9R" alt=""><figcaption></figcaption></figure>

Finally, ensure that this new **Single Property View** is initialized on **Event PreConstruct**:

<figure><img src="/files/UntWrdgJo8pb2mLZx3Yi" alt=""><figcaption></figcaption></figure>

### 3. Creating the Relevant Montage

Create your montage. Ensure that is a **Root Motion** animation (highly preferred for combat):

<figure><img src="/files/qFBWKagHPWrHitqShhL0" alt=""><figcaption></figcaption></figure>

You can [refer to this category for more information related to creating montages/using notifies.](/getting-started/quickstart/setup-custom-montages.md)

### 4. Creating the Relevant Action

Create your action. This is a simple example for a **Sprint Attack** action:

<figure><img src="/files/3xxSHYIpmdl9fASDRqjp" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/An1KT3nLPAM76xrAUhnO" alt=""><figcaption></figcaption></figure>

You can [refer to this category for more information on creating Actions.](/workflow/editor.md)

### 5. Using the new Action

Adjust the logic where you want to implement the new attack. For e.g, if we want our **Sprint Attack** to work with the *Right hand light attack,* we can adjust the event for **IA\_RightHandAttack** (inside B\_Soulslike\_Character) and add a simple condition like this:

<figure><img src="/files/YCb0ODa1Gzi1ETJB22R1" alt=""><figcaption></figcaption></figure>


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