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.