UFSM: Finite State Machine

If you see in demo project, there’s action base classes in asset browser.
You can right click asset browser and create as many more “Action” classes as you want.
It’s a bit confusing at first, but everyone soon enough understands the usage pattern:

When you add a node to a graph, you can define the node’s RSM base class + add there in its details panel the action classes you want the node/state to execute (edit: select the RSM node and go to its details panel):

** Then you have to recompile the blueprint once you’ve made changes a RSM node.
** Also always define unique “Machine Name” for each of your RSM nodes.
** I do not recommend using the “Machine Class” for multiple instances of same Character class, because your brain might have trouble tracking execution flow for each, I’d rather use 1 machine class for 1 specific graph to save my sanity… [HR][/HR]
And then you can code “Action” graphs as if their were little pieces of logic regardless of who is the actual Actor these actions are running on.
Once you have a library of actions, you can share them among any RSM node you might see need some specific actions.