Soulslike Framework Docs
  • Welcome to Soulslike Framework!
  • Framework Overview
    • About the Framework
    • Features & Systems
    • Before Purchasing
    • Personal Assistance
  • Getting Started
    • Setting up Animations
      • Setup Locomotion Blendspaces
      • Setup Custom Montages
    • Using the Utility Tools
      • Easy Setup Tool
      • Asset Creators
      • Asset Browsers
    • Actor Tags
    • Finding References
  • Workflow
    • Using a Custom Character
    • Creating & Editing Actions
    • Creating & Editing Stats/Attributes
    • Creating & Editing Status Effects
    • Creating & Editing Buffs
    • Creating & Editing Items
      • Creating & Editing Weapons
    • Creating an Enemy
    • Creating Cinematics
  • Animation Notifies
    • Damaging & Combo's
      • Register Attack Notify
      • Weapon Trace Notify
        • AI Weapon Trace Notify
      • Fist Trace Notify
        • AI Fist Trace Notify
      • Area of Effect Damage Notify
      • Spawn Projectile Notify
        • AI Spawn Projectile Notify
    • Defensive
      • Try Guard Notify
      • Hyper Armor Notify
      • Invincibility Frame Notify
    • Feedback
      • Weapon Trail Notify
        • AI Weapon Trail Notify
      • Camera Shake Notify
        • World Camera Shake Notify
      • Launch Field Notify
      • Chaos Field Notify
      • Footstep Notify
    • Miscellaneous
      • Input Buffer Notify
      • Interrupt Montage Notify
      • Camera Sequence Notify
      • Set Movement Mode Notify
      • AI State Notify
      • AI Rotate Towards Target Notify
      • Adjust Stat Notify
  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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  1. Getting Started

Finding References

PreviousActor TagsNextUsing a Custom Character

Last updated 3 months ago

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Working with a large-scale framework often requires you to understand how various systems and functions interact. Unreal Engine's Reference Viewer is an invaluable tool for this. It allows you to see all the references to a specific function, property, or asset within the project.

By analyzing these references, you can uncover how different components are interconnected and where specific logic is implemented. Using the Reference Viewer, you can:

  • Identify where a specific asset or function is used.

  • Track dependencies to ensure that changes are safe and non-disruptive.

  • Gain a deeper understanding of how the framework’s systems are built and interwoven.

This practice will save you countless hours of debugging and trial-and-error, ensuring your changes align with the overall design.

Example Usage: