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27<!-- -->
28<p><strong>Modular Action System</strong> (in short <strong>MAS</strong>) will allow you to create actions inside <strong><a href="https://docs.unrealengine.com/5.2/en-US/data-assets-in-unreal-engine/" target="_blank" rel="noopener noreferrer">Data Assets</a></strong>. Default Data Asset can be overriden to add your logic inside it. After you populate the instances of your created actions, you can input these actions to your <strong>Characters</strong> in your  <strong><a href="https://docs.unrealengine.com/5.2/en-US/data-assets-in-unreal-engine/" target="_blank" rel="noopener noreferrer">Controllers</a></strong> and the actor component <strong>Action Manager</strong> will handle the rest.</p>
29<h3 class="anchor anchorWithHideOnScrollNavbar_WYt5" id="youtube-video-tutorial">Youtube Video Tutorial<a href="#youtube-video-tutorial" class="hash-link" aria-label="Direct link to Youtube Video Tutorial" title="Direct link to Youtube Video Tutorial">​</a></h3>
30<iframe width="560" height="315" src="https://www.youtube.com/embed/-XQRBBMxkSM" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture"></iframe>
31<h2 class="anchor anchorWithHideOnScrollNavbar_WYt5" id="what-you-can-do-with-mas">What You Can Do With MAS<a href="#what-you-can-do-with-mas" class="hash-link" aria-label="Direct link to What You Can Do With MAS" title="Direct link to What You Can Do With MAS">​</a></h2>
32<ul>
33<li><strong>Action Buffers</strong> is integrated in the <strong>Action Component</strong>. So input actions will be added to the queue to be played when the higher priority action finishes its prior phase.</li>
34<li><strong>Action Chains</strong> allows you to input chain of actions to the component. Even the single actions are converted to a single chain. This system will allow you to give bunch of actions related together, and each action will be independent to be overriden.
35(For example 0-GetArrow, 1-DrawBow 2-ReleaseBow)</li>
36<li><strong>Ability System</strong> can be achieved with checking if the character can perform this action by looking the character&#x27;s current attributes.</li>
37<li><strong>Looping Actions</strong> can also be done by creating looping montage. As long as the montage is looping action and its phase remains the same. (For example: Blocking, DrawingBow, Falling, Aiming).</li>
38<li><strong>Online Replicated Actions</strong>
38 is integrated with the system. Montages will be played, action phases will be updated in both client and the server.</li>
39<li><strong>Combo</strong> systems for your combat can be easly achived.</li>
40<li><strong>Gameplay Events</strong> can be triggered inside actions. (For example: <em>StartInteraction</em>, <em>StartWeaponTrail</em> etc.)</li>
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