Creating & Editing Actions

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 Input Buffer Component. That means they can be queued & consumed.
Using the Utility Tools to Create/Edit Actions
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:

Fill in the details as you desire:

Click Create Action to generate the related assets.
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:

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:

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

Go to the Functions tab and override
ExecuteAction():


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

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

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

Finally, using performing the Action (Inside B_Soulslike_Character):



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