> For the complete documentation index, see [llms.txt](https://soulslike-framework.isik.vip/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://soulslike-framework.isik.vip/workflow/editor.md).

# Creating & Editing Actions

<div data-full-width="false"><figure><img src="/files/aHFIwVWI2tHzC10mkroi" alt=""><figcaption></figcaption></figure></div>

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**](/components-managers/player-specific-components/input-buffer.md)**.** That means they can be queued & consumed.&#x20;

### 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:**

<figure><img src="/files/lo0jzjZ4FTYQOKGYiPXX" alt=""><figcaption></figcaption></figure>

2. Fill in the details as you desire:

<figure><img src="/files/lzMQ9c8BvLAOHGrqJzoW" alt=""><figcaption></figcaption></figure>

3. Click **Create Action** to generate the related assets.
4. 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:**

<figure><img src="/files/UDqiXZjrWhG2myVC50Lh" alt=""><figcaption></figcaption></figure>

3. 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:

<figure><img src="/files/PrSAc205DrGCSrecOI0i" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/SAlwibwvde16ZZw5Pg5L" alt=""><figcaption></figcaption></figure>

7. Go to the **Functions** tab and override `ExecuteAction():`&#x20;

<figure><img src="/files/gEKYX2qW6xmqSdM9sTLm" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/ddQZrbKFUxS3MC4o0SGH" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/WkEUBmqDgfz7cfS3zETS" alt=""><figcaption></figcaption></figure>

8. Next up, we need to let our [**Action Manager**](/components-managers/player-specific-components/action-manager.md) know that we want to initialize this new Action. Head inside **B\_Soulslike\_Character** and select **AC\_ActionManager:**

<figure><img src="/files/79GQO6cS1PB3Yv7SLodC" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
If you are using an **Override Table**, the **Actions map will be overridden.**&#x20;
{% endhint %}

10. 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:

<figure><img src="/files/TYPRElHthew93OOSGPir" alt=""><figcaption></figcaption></figure>

11. Finally, using performing the Action **(Inside B\_Soulslike\_Character):**

<figure><img src="/files/hp4nhQlNCBrXutB0kDrL" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/4SplT065NlnGA63RIRvB" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/NYafNIKL9iYRZ7dZ7WqN" alt=""><figcaption></figcaption></figure>
