Overview
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.
How It Works
Firing an Action
- A system calls
DoAction(targetChannel)on an entity’sActionIncomingEventBus. - Every Action component on that entity evaluates whether its channel matches the
targetChannel. - Matching actions call
ProcessAction()to execute their behavior. - When done,
CompleteAction()handles completion:- If Broadcast On Complete is enabled, it fires
OnActionCompleteon theActionOutgoingEventBus. - If On Complete Channel Chain is set, it fires a new
DoActionwith that channel name, triggering the next action in the chain.
- If Broadcast On Complete is enabled, it fires
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
| Property | Type | Default | Description |
|---|---|---|---|
| Channel | AZStd::string | "" | The channel this action responds to. Only DoAction calls with a matching channel will trigger this action. |
| Broadcast On Complete | bool | false | When enabled, broadcasts OnActionComplete on the ActionOutgoingEventBus when this action finishes. |
| On Complete Channel Chain | AZStd::string | "" | When non-empty, fires a new DoAction with this channel name after completing. Enables action chaining. |
API Reference
Request Bus: ActionIncomingEventBus
Entity-addressed bus — call via Event(entityId, ...).
| Method | Parameters | Returns | Description |
|---|---|---|---|
DoAction | AZStd::string targetChannel | void | Triggers all actions on the target entity whose channel matches targetChannel. |
Notification Bus: ActionOutgoingEventBus
Entity-addressed bus — connect via BusConnect(entityId).
| Event | Parameters | Description |
|---|---|---|
OnActionComplete | — | Broadcast when an action with Broadcast On Complete enabled finishes its work. |
Local / Virtual Methods
Override these when creating custom actions.
| Method | Description |
|---|---|
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::ActionIncomingEventBus::Event(
targetEntityId,
&GS_Core::ActionIncomingEventBus::Events::DoAction,
AZStd::string("open_door")
);
Listening for Action Completion
#include <GS_Core/GS_CoreBus.h>
class MyActionListener
: public AZ::Component
, protected GS_Core::ActionOutgoingEventBus::Handler
{
protected:
void Activate() override
{
// Listen for action completions on a specific entity
GS_Core::ActionOutgoingEventBus::Handler::BusConnect(m_targetEntityId);
}
void Deactivate() override
{
GS_Core::ActionOutgoingEventBus::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:
- Incoming Channel — The
channelproperty (inherited, reflected by base class) - Feature Properties — Your action-specific properties (effect name, duration, etc.)
- Outgoing Channel — The
broadcastOnCompleteandonCompleteChannelChainproperties (inherited, reflected by base class)
See Also
- Core Actions — Pre-built actions included in GS_Core
- GS_Actions — System overview
- Templates — Starter files for custom actions