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
Powered by GitBook
On this page

Was this helpful?

  1. Workflow

Creating & Editing Actions

PreviousUsing a Custom CharacterNextCreating & Editing Stats/Attributes

Last updated 3 months ago

Was this helpful?

In Soulslike Framework, everything can be considered an Action. Provided with the project are multiple example Actions that you can inspect.

Actions work hand-to-hand with the . That means they can be queued & consumed.

Using the Utility Tools to Create/Edit Actions

  1. Run the Soulslike Action Creator from the Soulslike Framework editor dropdown, or head into /SoulslikeFramework/_Utility/Creators and right-click and Run Utility Widget -> EUW_ActionCreator:

  1. Fill in the details as you desire:

  1. Click Create Action to generate the related assets.

  2. Now, run the Soulslike Action Browser from the Soulslike Framework editor dropdown or head into /SoulslikeFramework/_Utility/Browsers and right-click and Run Utility Widget -> EUW_ActionBrowser:

  1. Find your action and select it in the Browser. Double-check its properties to ensure everything is correct. Then click "Open Logic" to open the Action's logic asset:

  1. If the assets opens in Data-Only mode, click the Open Full Blueprint Editor text.

  1. Go to the Functions tab and override ExecuteAction():

  1. (Optional) You can also add a new event graph and override the Event version of the method:

If you are using an Override Table, the Actions map will be overridden.

  1. Create a new Gameplay Tag for your action. Then, add your new Action to either the table or the Actions map using the new Gameplay Tag & Action Data Asset:

  1. Finally, using performing the Action (Inside B_Soulslike_Character):

Next up, we need to let our know that we want to initialize this new Action. Head inside B_Soulslike_Character and select AC_ActionManager:

Action Manager
Input Buffer Component