Black Iron Spine Studios

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.

Scope: this walkthrough follows our public BIS RPG Action Bar 1.0.0 buyer guide (Unreal Engine 5.8 / Windows). It uses the plugin's standalone Blueprint route. Check the guide shipped with your installed version for changes. Your project supplies the ability, item and combat logic.

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.

On Action Slot Requested
→ 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

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

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.