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Behavior Actions

Pro Behavior

Actions are the executing steps of a behavior. They modify data, create messages, or trigger additional behavior flow.

AreaExamples
Debug / LoggingPrintDebugMessage, LogMessage
Custom IssuesCreateIssueMessage, ClearIssueMessages
TagsAddTagToObject, RemoveTagFromObject, ReplaceTagOnObject
ComponentsAddComponentToActor, RemoveComponentFromActor
Behavior / FlowExecuteBehavior, StopBehavior

For the complete list, see Function Reference.

One important Pro use case is creating Custom Issues for Diagnostics. This lets a behavior report domain-specific problems that cannot be detected by generic tag rules.

Examples:

  • An Actor has Gameplay.Interactable but no interaction component.
  • An asset is tagged Production.Ready but required metadata is missing.
  • A Component has a tag whose scope only allows Actors.

Actions run linearly from top to bottom. All expressions and operators above an action apply to it. If one action is below another action without new expressions or operators between them, it uses the same execution conditions as the previous action.

Actions can modify editor data. For production projects, destructive actions should use narrow conditions and should usually start by creating Diagnostics issues before automatically changing many objects.