Complete Example

Here we will explore a complete example of the system. We will create a Action which prints some message to the screen after n amount of seconds. Let's get started!


This assumes that you know how to create a Sub Action, Action Blueprint class.

If your don't know how to create these head over to the respected sections and read them first.

Sub Action Implementation

It's always a good idea to start with the Sub Action which actually hold the behaviour to execute.

Our intended behaviour should print some message to the screen after n amount of seconds.

Let's dissect that.

  • Seconds is a indication that this is a behaviour that needs to implement most of the logic in the Tick event
  • Message and n Amount is a indication that these values should be dynamically set before execution

Sub Action Variables

As we dissected the specifications for our behaviour we need to create the necessary variables in the Blueprint class.


At first we add the Timer variable which is just a simple float to count up to the intended amount of seconds (Delay) we should wait to print the Message.



Next, we need to store the Message we want to print to the screen after the set amount of seconds (Delay) have elapsed.

This variable needs to be Editable and Exposed on spawn.



At last, we need to store the Delay after which we want to print the Message to the screen.

This variable needs to be Editable and Exposed on spawn as well.


Sub Action Events

Alright, now that we got all the variables let's get to business implementing the actual behaviour.

Execute Event

Here we are setting up all the necessary things for the Tick event.

This includes:

  • Reset of the Timer variable
  • An changing the Sub Action to Can Tick = true
  • Just to be friendly, we also print a little message to the screen to tell the player that we started execution

That's all for the Execution event. Moving right along!


Tick Event

So, now to the Tick event, this is where all the magic happens.

Here we need to keep track of the Time and print the given Message after the set amount of Delay has elapsed. After we did all of that we also need to explicitly tell the Sub Action that we are done executing!

To keep track of time we just increment the Timer variable every tick by the Delta Time.

After every increment we check if we are equal or greater then the set Delay on the Sub Action.


Now, to the actual behaviour implementation. We use the check after every increment (see above) to branch to the execution condition and print the Message.

To be save we also include a Do Once node, so that we can be sure the path is only executed once. Since we are in a ticking execution path.


Finally we need to tell the Sub Action that we are done executing our behaviour. Nothing easier then that!


That's the Sub Action completed. As the complete implementation is broken up above, here is the complete Tick event implementation.


Action Implementation

The next logical step is to implement the Action which utilizes the above created Sub Action.

That's actually the simplest Blueprint of all, as this only constructs the above created Sub Action and adds it to itself.

It also adds the dynamic values for the Sub Action on construction.



This example is intended to be as simple as possible!

So, you can get a lot fancier here, pass in Sub Action from the outside, construct them based on variables in the Action. You get the idea.

Action Queue Component Host Implementation


You do not need to use the Action Queue Component for Action storage. It's just part of this example to show the complete API.

Finally we need to setup a Action Queue Component host. For this we use a simple Actor that we can place in a level.

Let's start by adding the Action Queue Component to the host Actor.


Begin Play Event

When the Action Queue Component is added we can start by populating it with the above created Action on the Begin Play event.

This is very easy to do, we just construct the above created Action and Enqueue it to the Action Queue Component.



Finally we want to execute the above created system. In this example we just added a Q event which fires when the player is pressing Q on the keyboard.


To be able to use the Q event in the Actor you need to setup the Actor to recieve input.

Here we just need to Dequeue and Execute the above added Action.

This can be achived in two ways:




Final Result

That's it, now if you press Q it will execute! This is the final result.