Behavior Actions
Actions are the executing steps of a behavior. They modify data, create messages, or trigger additional behavior flow.
Built-in Action Areas Pro
Section titled “Built-in Action Areas ”Pro| Area | Examples |
|---|---|
| Debug / Logging | PrintDebugMessage, LogMessage |
| Custom Issues | CreateIssueMessage, ClearIssueMessages |
| Tags | AddTagToObject, RemoveTagFromObject, ReplaceTagOnObject |
| Components | AddComponentToActor, RemoveComponentFromActor |
| Behavior / Flow | ExecuteBehavior, StopBehavior |
For the complete list, see Function Reference.
Custom Issues
Section titled “Custom Issues”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.Interactablebut no interaction component. - An asset is tagged
Production.Readybut required metadata is missing. - A Component has a tag whose scope only allows Actors.
Execution Order
Section titled “Execution Order”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.
Safety
Section titled “Safety”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.