What Is It?
Sub Action is the work horse of the plugin.
It will hold all your actually executed code which does all the heavy-lifting.
How To Use?
Creating a Sub Action
Let's create a new
Sub Action from scratch.
To create a new
Sub Action just start by creating a new blueprint by right clicking into the Content Browser and choose Blueprint Class.
In the Pick Parent Class dialog, skip the Common Classes and move down to All Classes. Enter Sub Action and choose the class inheriting directly from Object.
After you choose the correct parent class create the Blueprint and name it to your liking.
Sub Action API
Sub Action API is actually not that complex, as the class is only meant to aid you in implementing your own custom behaviour.
Let's get an overview.
You can react to the execution of a
Sub Action by implementing the
Sub Action behaviour tick-independent you can implement your whole logic on this event. Otherwise you would use the
Execute event to setup all the variables you need to for a tickable behaviour.
This example resets a timer variable and prints something to the screen.
Most of the time you want your
Sub Action to have a tickable behaviour.
For this to achive there is a
This example continues on the example above and adds to the timer variable every
To be able to tick you need to call the
Can Tick node, this is usually done in the
Execute event as part of the ticking setup.
This example continues on the
Execution section's example.
To tell the parent
Action that a
Sub Action is done executing, you need to explicitly call the
Sub Action can be cancelled at anytime, although this will also cancel the parent
Sub Action is cancelled it will automatically cancel the parent
On Cancel Event
All bound custom events or event dispatchers will be called when the event
On Cancel executes.
This is mainly used to let other gameplay object know that something went wrong. As the cancellation is propagated to the parent
Action you could also use the
On Cancel event there.
It is recommended to use the
On Cancel API from the parent
Action as the cancellation will be propagated anyways.