Learn to create a data-driven Action System for Unreal Engine 5 using C++ that will serve as the foundation for professional combat systems. In this first part, we'll build the core Action class using data assets and implement smart tag-based filtering.
What You'll Learn:
• Create a reusable Action Component with UActorComponent
• Implement Gameplay Tags for smart action filtering
• Learn fundamental OOP concepts such as Observer pattern and Encapsulation
• Set up GrantedTags and BlockedTags for automatic state management
• Use Blueprint Native Events for extensibility
Key Features:
• Data-driven architecture - create new actions without touching C++
• Component-based design - works on any actor
• Built-in animation montage integration
•Professional code practices with const references and proper memory management
Part 1:
Next: Part 3 will cover the Action Interface implementation.
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Timestamps:
00:00 – Intro
02:00 – Renaming C++ Classes
07:44 – Active Gameplay Tags
10:56 – Action Management
21:33 – Action Start and Stop
25:58 – Action Delegates
31:44 – Avatar Actor
35:22 – Default Actions
36:31 – Play Action Montage
40:23 – Does Satisfy Tag Requirements
41:51 – Jump Action