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 base class with UDataAsset
• Implement Gameplay Tags for smart action filtering
• Build the FActionMontage struct with helper functions
• 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
This tutorial uses the Third Person Template + Paragon Greystone (free on Marketplace). Perfect for intermediate developers looking to build scalable game systems.
Next: Part 2 will cover the Action System Component implementation.
Join our Discord server!:
/ discord
Timestamps:
0:00 - Intro
0:26 - Action System Design
3:20 - Creating Our Action Classes
4:35 - Cleaning Up Our Action Classes
5:00 - Adding Gameplay Tags Module
5:53 - Action Class
17:18 - Action Montages
34:23 - Tag Requirements