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Systems

Core framework systems — the GS_Motion track-based animation engine and the GS_Actions triggerable behavior system.

For usage guides and setup examples, see The Basics: GS_Core.

 

Contents


GS_Motion

The track-based animation and tween engine. GS_Motion defines abstract base classes for tracks, assets, composites, and proxies. Domain gems (GS_UI, GS_Juice) extend it with concrete track types and custom asset formats. The system handles playback timing, per-track easing, proxy-based entity targeting, and deep-copy runtime instancing.

ClassPurpose
GS_MotionTrackAbstract base class for all animation tracks.
GS_MotionPlayback engine — ticks tracks and manages lifecycle.
GS_MotionCompositeRuntime deep-copy instance with proxy overrides.
GS_MotionAssetAbstract data asset base for motion definitions.
GS_MotionProxySerialized struct for track-to-entity redirection.

GS_Motion API


See Also

For conceptual overviews and usage guides:

For related resources:


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.

1 - GS_Motion

Track-based animation and tween system — abstract base classes for motions, tracks, composites, assets, and proxies with a domain extension pattern.

GS_Motion is the framework’s central track-based animation system. It defines abstract base classes that domain gems extend with concrete track types — GS_UI extends it with 8 UI animation tracks (.uiam assets), and GS_Juice extends it with 2 feedback tracks (.feedbackmotion assets). The system handles playback timing, per-track easing, proxy-based entity targeting, and deep-copy runtime instancing from data assets.

For usage guides and setup examples, see The Basics: GS_Core.

 

Contents


Architecture

GS_MotionTrack (abstract base)
    ├── UiMotionTrack (GS_UI domain base)
    │       ├── UiPositionTrack
    │       ├── UiScaleTrack
    │       ├── UiRotationTrack
    │       ├── UiElementAlphaTrack
    │       ├── UiImageAlphaTrack
    │       ├── UiImageColorTrack
    │       ├── UiTextColorTrack
    │       └── UiTextSizeTrack
    └── FeedbackMotionTrack (GS_Juice domain base)
            ├── FeedbackTransformTrack
            └── FeedbackMaterialTrack

GS_MotionAsset (abstract base)
    ├── UiAnimationMotionAsset (.uiam)
    └── FeedbackMotionAsset (.feedbackmotion)

GS_MotionComposite (runtime instance)
    └── Created by asset's CreateRuntimeComposite()

Core Classes

ClassDescriptionPage
GS_MotionTrackAbstract base for all animation tracks — fields, lifecycle, virtual methods, extension guide.MotionTrack
GS_MotionPlayback engine — ticks tracks, computes per-track progress windows, applies easing, manages lifecycle.Motion Engine
GS_MotionCompositeRuntime deep-copy instance with proxy entity overrides — created from GS_MotionAsset.MotionComposite
GS_MotionAssetAbstract base for motion data assets — holds track definitions and creates runtime composites.MotionAsset
GS_MotionProxySerialized struct for track-to-entity redirection — allows designers to target named tracks at different entities.MotionProxy

Domain Extensions

GS_Motion is designed to be extended by domain gems. Each domain creates its own track hierarchy, asset type, and file extension.

DomainGemBase TrackConcrete TracksAsset Extension
UI AnimationGS_UIUiMotionTrackPosition, Scale, Rotation, ElementAlpha, ImageAlpha, ImageColor, TextColor, TextSize (8).uiam
FeedbackGS_JuiceFeedbackMotionTrackFeedbackTransformTrack, FeedbackMaterialTrack (2).feedbackmotion

Extension Pattern

To create a new motion domain:

  1. Create a domain base trackclass MyTrack : public GS_Core::GS_MotionTrack
  2. Create concrete tracks extending the domain base — each overrides Update(float easedProgress) and GetTypeName()
  3. Create a domain assetclass MyAsset : public GS_Core::GS_MotionAsset with vector<MyTrack*> m_tracks
  4. Create an instance wrapper struct (not a component) — holds Asset<MyAsset> + vector<GS_MotionProxy>, manages Initialize / Unload / Play / Stop
  5. Embed the wrapper — components embed the instance wrapper struct as a serialized field

Critical: All track vectors must use raw pointers: vector<MyTrack*>. Never use unique_ptr — O3DE SerializeContext requires raw pointers for polymorphic enumeration in the asset editor.


See Also

For conceptual overviews and usage guides:

For class references:

For domain extensions:


Get GS_Core

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1.1 - GS_MotionTrack

Abstract base class for all animation tracks — fields, lifecycle, and virtual methods for domain extension.

GS_MotionTrack is the abstract base class for all animation tracks in the GS_Motion system. Each track animates one aspect of an entity over a time window within a motion. Domain gems extend this with concrete track types — GS_UI provides 8 LyShine tracks, GS_Juice provides 2 feedback tracks.

For usage guides and setup examples, see The Basics: GS_Core.


Fields

FieldTypeDescription
m_idAZ::UuidUnique track identifier (auto-generated).
m_identifierAZStd::stringProxy label — if set, the track appears in the proxy list for entity override targeting.
curveTypeCurveTypeEasing curve applied to track progress (from the Curves utility library).
startTimefloatTime offset before the track begins playing (seconds).
durationfloatTrack playback duration (seconds).
startVarianceMinfloatMinimum random variance added to start time.
startVarianceMaxfloatMaximum random variance added to start time.

Lifecycle

Each track goes through a fixed lifecycle managed by the parent GS_Motion:

PhaseMethodDescription
InitializeInit(AZ::EntityId owner)Stores the owner entity. Called once when the motion is initialized.
StartStart()Called when the track’s time window begins.
UpdateUpdate(float easedProgress)Called each frame with eased progress (0 → 1). Override this in concrete tracks.
EndEnd()Called when the track’s time window completes.
UnloadUnload()Cleanup. Called when the motion is unloaded.

Virtual Methods

These methods must be overridden in concrete track implementations:

MethodReturnsDescription
Update(float easedProgress)voidApply the animation at the given eased progress value (0 → 1).
GetTypeName()AZStd::stringReturn the track’s display name for proxy labels in the editor.

Extension Guide

To create a new domain of animation tracks:

  1. Create a domain base track: class MyTrack : public GS_Core::GS_MotionTrack — this serves as the common base for all tracks in your domain.
  2. Create concrete tracks extending the domain base — each overrides Update(float easedProgress) to animate a specific property.
  3. Reflect the track class using O3DE’s SerializeContext and EditContext. The system discovers the new type automatically.

Critical: Track vectors must use raw pointers (vector<MyTrack*>). Never use unique_ptr — O3DE SerializeContext requires raw pointers for polymorphic enumeration in the asset editor.


See Also


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.

1.2 - GS_Motion

The playback engine — ticks through tracks, computes per-track progress windows, and manages motion lifecycle.

GS_Motion is the playback engine that drives animation tracks. It ticks through all tracks each frame, computes per-track progress windows based on start time and duration, applies easing curves, and calls Update(easedProgress) on each active track. It handles motion lifecycle from initialization through completion.

For usage guides and setup examples, see The Basics: GS_Core.


API Reference

MethodParametersReturnsDescription
PlayvoidBegin playback from the start.
PlayWithCallbackAZStd::function<void()> cbvoidPlay and invoke callback on completion.
StopvoidStop playback immediately.
InitializeAZ::EntityId ownervoidInitialize all tracks with the owner entity.
UnloadvoidUnload all tracks and clean up.

Fields

FieldTypeDescription
motionNameAZStd::stringDisplay name for the motion.
tracksvector<GS_MotionTrack*>The tracks in this motion.
loopboolWhether playback loops.
onCompletefunction<void()>Completion callback (set via PlayWithCallback).

How It Works

Each frame during playback:

  1. The motion calculates the global elapsed time.
  2. For each track, it computes the track-local progress based on startTime and duration.
  3. If the track is within its active window, the progress is eased using the track’s curveType.
  4. Update(easedProgress) is called on the track with the eased value (0 → 1).
  5. When all tracks complete, OnMotionComplete() is called.

Virtual Methods

MethodDescription
OnMotionCompleteCalled when playback finishes. Override in subclasses for custom teardown.

See Also


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.

1.3 - GS_MotionComposite

Runtime deep-copy motion instance with proxy entity overrides — created from GS_MotionAsset for per-entity playback.

GS_MotionComposite is the runtime instance of a motion, created from a GS_MotionAsset. It deep-copies all tracks so each entity gets independent playback state, and applies proxy overrides to redirect specific tracks to different entities in the hierarchy.

For usage guides and setup examples, see The Basics: GS_Core.


GS_MotionComposite extends GS_Motion. When an asset’s CreateRuntimeComposite() is called, all tracks are SC-cloned (serialization-context cloned) into a new composite instance. This ensures each entity playing the same motion has its own independent track state — no shared mutation.


API Reference

MethodParametersReturnsDescription
ApplyProxiesAZ::EntityId owner, vector<GS_MotionProxy> proxiesvoidMatches proxy trackIds to tracks and overrides the target entity for each matched track.

How It Works

  1. Creation: GS_MotionAsset::CreateRuntimeComposite() deep-copies all asset tracks into a new composite.
  2. Proxy Application: ApplyProxies() walks the proxy list, matching each proxy’s m_trackId to a track’s m_id. Matched tracks redirect their owner entity to the proxy’s m_proxyEntity.
  3. Playback: The composite plays exactly like a regular GS_Motion — it ticks tracks, applies easing, and calls Update().
  4. Cleanup: On Unload(), the composite cleans up all deep-copied tracks.

See Also


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.

1.4 - GS_MotionAsset

Abstract base for motion data assets — holds track definitions and creates runtime composites.

GS_MotionAsset is the abstract base class for motion data assets. Domain gems extend this with their own asset type and file extension — GS_UI creates UiAnimationMotionAsset (.uiam), GS_Juice creates FeedbackMotionAsset (.feedbackmotion). Assets are created and edited in the O3DE Asset Editor.

Extends AZ::Data::AssetData. All subclasses require GS_AssetReflectionIncludes.h in their header — see Serialization Helpers.

For usage guides and setup examples, see The Basics: GS_Core.


API Reference

MethodReturnsDescription
GetTrackInfosvector<GS_TrackInfo>Returns track UUID + label pairs for proxy list synchronization in the editor.
CreateRuntimeCompositeGS_MotionComposite*Factory — deep-copies all asset tracks into a new runtime GS_MotionComposite instance.

GS_TrackInfo

Lightweight struct used for proxy synchronization between asset tracks and instance proxy lists.

FieldTypeDescription
idAZ::UuidTrack identifier (matches the track’s m_id).
labelAZStd::stringTrack display name (from GetTypeName()).

Domain Extensions

DomainGemAsset ClassExtensionTracks
UI AnimationGS_UIUiAnimationMotionAsset.uiam8 LyShine-specific tracks
FeedbackGS_JuiceFeedbackMotionAsset.feedbackmotion2 feedback tracks

Extension Guide

To create a new domain asset type:

  1. Create class MyAsset : public GS_Core::GS_MotionAsset with vector<MyDomainTrack*> m_tracks. Include GS_AssetReflectionIncludes.h in your asset’s header — see Serialization Helpers.
  2. Implement GetTrackInfos() — iterate tracks and return UUID + label pairs.
  3. Implement CreateRuntimeComposite() — deep-copy tracks into a new GS_MotionComposite.
  4. Register the asset type in your gem’s DataAssetsSystemComponent.
  5. Add a .setreg entry for the asset processor to recognize your file extension.

Critical: Track vectors must use raw pointers (vector<MyTrack*>). O3DE SerializeContext requires raw pointers for polymorphic enumeration.


See Also


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.

1.5 - GS_MotionProxy

Serialized struct for track-to-entity redirection — allows designers to target named tracks at different entities.

GS_MotionProxy is a serialized struct that allows designers to redirect a named track to a different entity in the hierarchy. This enables a single motion asset to animate multiple entities — for example, a UI animation that moves one element while fading another.

For usage guides and setup examples, see The Basics: GS_Core.


Fields

FieldTypeDescription
m_trackIdAZ::UuidReferences the track’s m_id. Matched during ApplyProxies().
m_labelAZStd::stringRead-only display label (synced from track info at edit time via GetTrackInfos()).
m_proxyEntityAZ::EntityIdThe entity this track should target instead of the motion’s owner entity.

How It Works

  1. Edit time: The proxy list syncs from the asset’s track info. Each track with an m_identifier (non-empty label) appears as a proxy slot in the inspector.
  2. Designer assignment: The designer drags an entity reference into the proxy’s m_proxyEntity field.
  3. Runtime: When GS_MotionComposite::ApplyProxies() runs, it matches each proxy’s m_trackId to a track’s m_id and overrides that track’s target entity.
  4. Playback: The track now animates the proxy entity instead of the motion’s owner.

Usage

Proxies are embedded in instance wrapper structs (e.g., UiAnimationMotion, FeedbackMotion) alongside the asset reference. Components serialize the proxy list, and the wrapper handles synchronization with the asset.

Only tracks with a non-empty m_identifier appear in the proxy list. Tracks without an identifier always animate the owner entity.


See Also


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.

2 - GS_Actions

A utility system for triggerable single-purpose actions — fire discrete behaviors from any system without recoding logic for each component.

The Actions system provides a simple, universal pattern for triggering discrete behaviors. Instead of recoding common functionality (toggle cursor, play sound, print log) into every component that needs it, you attach Action components to an entity and fire them by channel name.

Actions support chaining — when one action completes, it can fire another action on a different channel, enabling lightweight sequences without custom code.

For usage guides and setup examples, see The Basics: GS_Core.

Architecture

Entity with Actions
  ├── ToggleMouseCursor_GSAction (channel: "enter_menu")
  ├── PlaySound_GSAction           (channel: "enter_menu")
  └── PrintLog_GSAction            (channel: "debug")

Any system calls:
  ActionRequestBus::Event(entityId, DoAction, "enter_menu")
    → Both ToggleMouseCursor and PlaySound fire (matching channel)
    → PrintLog does NOT fire (different channel)

Components

ComponentPurposeDocumentation
GS_ActionComponentBase class for all actions. Handles channel matching, completion broadcasting, and action chaining.Action
ToggleMouseCursor_GSActionComponentToggles the mouse cursor on or off.Core Actions
PrintLog_GSActionComponentPrints a message to the console log.Core Actions

Quick Start

  1. Attach one or more Action components to an entity.
  2. Set the Channel on each action to control when it fires.
  3. From any system, call DoAction(channelName) on the entity’s ActionRequestBus to trigger matching actions.
  4. Optionally enable Broadcast On Complete and set an On Complete Channel Chain for action sequencing.

See Also


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.

2.1 - Action

The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.

GS_ActionComponent is the base class for all triggerable actions. Actions are single-purpose behaviors that fire when their channel matches an incoming DoAction call. They support completion broadcasting and optional chaining to sequence multiple actions together.

Every GS_Play action (Toggle Mouse Cursor, Print Log, and actions from other gems) extends this class. When you need a custom action, you extend it too.

For usage guides and setup examples, see The Basics: GS_Core.

 

Contents


How It Works

Firing an Action

  1. A system calls DoAction(targetChannel) on an entity’s ActionRequestBus.
  2. Every Action component on that entity evaluates whether its channel matches the targetChannel.
  3. Matching actions call ProcessAction() to execute their behavior.
  4. When done, CompleteAction() handles completion:
    • If Broadcast On Complete is enabled, it fires OnActionComplete on the ActionNotificationBus.
    • If On Complete Channel Chain is set, it fires a new DoAction with that channel name, triggering the next action in the chain.

Chaining Actions

By setting the On Complete Channel Chain to a different channel name, an action can trigger the next step in a sequence when it completes. This enables lightweight behavior chains without custom sequencing code.

Action A (channel: "step1", onCompleteChain: "step2")
  → fires → Action B (channel: "step2", onCompleteChain: "step3")
    → fires → Action C (channel: "step3")

Important: Every custom action must call CompleteAction() when its work is done. If you forget, the action will never complete and chains will break.


Inspector Properties

PropertyTypeDefaultDescription
ChannelAZStd::string""The channel this action responds to. Only DoAction calls with a matching channel will trigger this action.
Broadcast On CompleteboolfalseWhen enabled, broadcasts OnActionComplete on the ActionNotificationBus when this action finishes.
On Complete Channel ChainAZStd::string""When non-empty, fires a new DoAction with this channel name after completing. Enables action chaining.

API Reference

Request Bus: ActionRequestBus

Entity-addressed bus — call via Event(entityId, ...).

MethodParametersReturnsDescription
DoActionAZStd::string targetChannelvoidTriggers all actions on the target entity whose channel matches targetChannel.

Notification Bus: ActionNotificationBus

Entity-addressed bus — connect via BusConnect(entityId).

EventParametersDescription
OnActionCompleteBroadcast when an action with Broadcast On Complete enabled finishes its work.

Local / Virtual Methods

Override these when creating custom actions.

MethodDescription
DoAction(targetChannel)Evaluates whether this action should fire. Default compares channel to targetChannel. Override for custom evaluation logic.
ProcessAction()Your primary override. Executes the action’s behavior. Called when channel evaluation passes.
CompleteAction()Handles completion. Default checks broadcastOnComplete, fires OnActionComplete, then checks onCompleteChannelChain for chaining. Override to add custom completion logic, but always call base or handle chaining manually.

Usage Examples

Firing Actions on an Entity

#include <GS_Core/GS_CoreBus.h>

// Fire all actions on this entity that match the "open_door" channel
GS_Core::ActionRequestBus::Event(
    targetEntityId,
    &GS_Core::ActionRequestBus::Events::DoAction,
    AZStd::string("open_door")
);

Listening for Action Completion

#include <GS_Core/GS_CoreBus.h>

class MyActionListener
    : public AZ::Component
    , protected GS_Core::ActionNotificationBus::Handler
{
protected:
    void Activate() override
    {
        // Listen for action completions on a specific entity
        GS_Core::ActionNotificationBus::Handler::BusConnect(m_targetEntityId);
    }

    void Deactivate() override
    {
        GS_Core::ActionNotificationBus::Handler::BusDisconnect();
    }

    void OnActionComplete() override
    {
        // An action on the target entity has completed
        // React accordingly (advance dialogue, open next door, etc.)
    }

private:
    AZ::EntityId m_targetEntityId;
};

Extending the Action Class

Create a custom action whenever you need a reusable, triggerable behavior that can be attached to any entity.

Header (.h)

#pragma once
#include <Source/ActionSystem/GS_ActionComponent.h>

namespace MyProject
{
    class PlayEffect_GSActionComponent
        : public GS_Core::GS_ActionComponent
    {
    public:
        AZ_COMPONENT_DECL(PlayEffect_GSActionComponent);

        static void Reflect(AZ::ReflectContext* context);

    protected:
        // Action overrides
        void ProcessAction() override;
        void CompleteAction() override;

    private:
        AZStd::string m_effectName;
        float m_duration = 1.0f;
    };
}

Implementation (.cpp)

#include "PlayEffect_GSActionComponent.h"
#include <AzCore/Serialization/SerializeContext.h>

namespace MyProject
{
    AZ_COMPONENT_IMPL(PlayEffect_GSActionComponent, "PlayEffect_GSActionComponent", "{YOUR-UUID-HERE}",
        GS_Core::GS_ActionComponent);

    void PlayEffect_GSActionComponent::Reflect(AZ::ReflectContext* context)
    {
        if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
        {
            serializeContext->Class<PlayEffect_GSActionComponent, GS_Core::GS_ActionComponent>()
                ->Version(0)
                ->Field("EffectName", &PlayEffect_GSActionComponent::m_effectName)
                ->Field("Duration", &PlayEffect_GSActionComponent::m_duration);

            if (AZ::EditContext* editContext = serializeContext->GetEditContext())
            {
                // Pattern: Incoming Channel → Feature Properties → Outgoing Channel
                editContext->Class<PlayEffect_GSActionComponent>(
                    "Play Effect Action", "Triggers a named particle effect")
                    ->ClassElement(AZ::Edit::ClassElements::EditorData, "")
                        ->Attribute(AZ::Edit::Attributes::Category, "MyProject/Actions")
                        ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"))
                    ->DataElement(AZ::Edit::UIHandlers::Default,
                        &PlayEffect_GSActionComponent::m_effectName, "Effect Name",
                        "Name of the particle effect to trigger")
                    ->DataElement(AZ::Edit::UIHandlers::Default,
                        &PlayEffect_GSActionComponent::m_duration, "Duration",
                        "How long the effect plays (seconds)");
            }
        }
    }

    void PlayEffect_GSActionComponent::ProcessAction()
    {
        // Your action logic — trigger the particle effect
        AZ_TracePrintf("Action", "Playing effect: %s for %.1f seconds",
            m_effectName.c_str(), m_duration);

        // ... spawn particle effect, start timer, etc. ...

        // IMPORTANT: Call CompleteAction when done
        // If the action is instant, call it here.
        // If it takes time (animation, timer), call it when the effect finishes.
        CompleteAction();
    }

    void PlayEffect_GSActionComponent::CompleteAction()
    {
        // Custom completion logic (if any)
        // ...

        // IMPORTANT: Call base to handle broadcast and chaining
        GS_ActionComponent::CompleteAction();
    }
}

Module Registration

m_descriptors.insert(m_descriptors.end(), {
    MyProject::PlayEffect_GSActionComponent::CreateDescriptor(),
});

Reflection Pattern

When reflecting custom action properties in the Edit Context, follow this organization pattern so all actions have a consistent inspector layout:

  1. Incoming Channel — The channel property (inherited, reflected by base class)
  2. Feature Properties — Your action-specific properties (effect name, duration, etc.)
  3. Outgoing Channel — The broadcastOnComplete and onCompleteChannelChain properties (inherited, reflected by base class)

See Also

For component references:

For related resources:


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.

2.1.1 - Core Actions

Pre-built actions included in GS_Core — ready-to-use triggerable behaviors for common game functionality.

GS_Core includes pre-built Action components for common behaviors. Attach them to any entity, set a channel, and fire them from any system without writing code.

All built-in actions inherit from GS_ActionComponent and follow the same channel-matching, completion, and chaining patterns.

For usage guides and setup examples, see The Basics: GS_Core.


Toggle Mouse Cursor

Toggles the operating system mouse cursor on or off.

When to Use

Use this action when transitioning between gameplay (cursor hidden) and menus (cursor visible). Common triggers include opening an inventory, entering a pause menu, or starting a dialogue sequence.

Inspector Properties

PropertyTypeDefaultDescription
ChannelAZStd::string""Inherited. The channel this action responds to.
Broadcast On CompleteboolfalseInherited. Broadcasts OnActionComplete when the toggle finishes.
On Complete Channel ChainAZStd::string""Inherited. Fires a follow-up DoAction on completion for chaining.

Usage Example

#include <GS_Core/GS_CoreBus.h>

// Toggle the cursor when opening the pause menu
GS_Core::ActionRequestBus::Event(
    uiEntityId,
    &GS_Core::ActionRequestBus::Events::DoAction,
    AZStd::string("toggle_cursor")
);

Prints a configurable message to the console log. Useful for debugging action chains, verifying event flow, or logging gameplay milestones.

When to Use

Use this action during development to verify that action channels fire correctly, test chaining sequences, or log gameplay events without writing custom components.

Inspector Properties

PropertyTypeDefaultDescription
ChannelAZStd::string""Inherited. The channel this action responds to.
MessageAZStd::string""The message to print to the console log.
Broadcast On CompleteboolfalseInherited. Broadcasts OnActionComplete when the print finishes.
On Complete Channel ChainAZStd::string""Inherited. Fires a follow-up DoAction on completion for chaining.

Usage Example

#include <GS_Core/GS_CoreBus.h>

// Trigger a debug log message
GS_Core::ActionRequestBus::Event(
    debugEntityId,
    &GS_Core::ActionRequestBus::Events::DoAction,
    AZStd::string("debug")
);
// Console output: whatever message was configured on the PrintLog action

Creating Your Own Action

Need custom behavior? See the Extending the Action Class guide for a complete walkthrough with header, implementation, Reflect pattern, and module registration.

See Also


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.