BIS developer notes · Blueprint integration
Connect an Unreal Engine 5 action bar to your Blueprint gameplay
Make a slot click reach your game logic. Then show a cooldown only when your game accepts the action.
1. Get the existing action bar host
With ActionBarKit enabled, open your local PlayerController Blueprint. On Event BeginPlay, call Start Action Bar Kit and save its Action Bar Host output as a variable. Leave Action Provider empty for this example.
The startup node returns the existing host when automatic startup has already created the bar; you do not need a second bar.
2. Route a slot press to your Blueprint
Bind On Action Slot Requested on that host. Break the Action Slot Request and feed ActionId into Switch on Name. The default IDs run from Action01 to Action12.
→ Break Action Slot Request
→ ActionId → Switch on Name
→ Action01 → Print String
Start with Print String. Check that clicking the slot and pressing its displayed key both reach the same branch. Then replace the print with your existing attack, ability or use-item handler.
3. Give a slot a stable gameplay ID
On the host, call Set Simple Action Bar Slot with Slot Index 1, Action ID MyGame.Heal, and Display Name Heal. Slot indices are one-based. Add a matching MyGame.Heal branch to your switch.
The label does not implement healing. Connect that branch to your game's own heal logic, including any checks needed before accepting the action.
4. Update the UI after an accepted action
- Cooldown: call Start Slot Cooldown with the request's Slot Index and a Duration Seconds value such as
5, only after your game accepts the action. - Charges: your gameplay system owns the count. Send the current value through Set Slot Stack Count. A zero count hides the count label; it does not create a charge system.
- Unavailable action: use Set Slot Availability With Reason to disable the slot with an explanation, then make it available when your gameplay conditions allow it.
These controls present local UI/input state. Damage, healing, resource costs, targeting and multiplayer authority remain your game's responsibility.
Using an action provider instead?
A provider-owned bar uses ABKActionProviderInterface. The provider handles Can Trigger Action Slot and Trigger Action Slot, supplies slot state, and advances its cooldown values. Call Refresh From Action Provider when external state changes.
Provider-owned execution does not also broadcast On Action Slot Requested, and standalone setters reject provider-owned mutations. Choose the route that fits your project so an action is not executed twice.
If the slot does nothing
- Confirm the event is bound to the host returned by Start Action Bar Kit.
- Match the switch case to the exact ActionId, not the visible display label.
- Check whether an Action Provider is assigned. If so, use the provider route.
- Prove the connection with Print String before adding costs, effects or authority checks.
See the hooks before you buy.
The full buyer guide covers presets, icons, profiles, key chords, saved layouts and integration limits.
Read the full buyer guideView Action Bar on Fab ↗Watch our actual Unreal UI walkthrough. The walkthrough shows a development build across several products; each Fab listing defines what is included in a purchase.
Published by Black Iron Spine Studios · 15 October 2026 · Based on the current public buyer guide.
