# Quick Actions

## Overview

Quick Actions feature is created to give the users the ability to trigger manually anything in Unreal Engine from the smartphone’s UI. The user needs to define the desired actions in Unreal Engine and bind them to custom events inside of [\*any blueprint\*](#editor-utility-blueprints-restrictio). That way the Quick Actions act as global event triggers that are controlled from the [smartphone's UI](https://docs.realtwin.org/cameratwin/documentation/mobile-applications/quick-actions-mobile) or the [Control Panel](https://docs.realtwin.org/cameratwin/documentation/unreal-engine-plugin/control-panel).

#### Editor Utility Blueprints Restriction

{% hint style="warning" %}
Right now the only blueprints that are supported are the Editor Utility Blueprints. The workflow for quick actions is very similar and you can point from the Editor Utility Blueprints to the rest of your blueprints inside the scene. This will be changed in the near future and you will be able to bind Quick Actions in any blueprint
{% endhint %}

## Quick Actions Management

From within the CameraTwin Control Panel, the user can manage all Quick Actions.

### Add new Quick Action

{% embed url="<https://www.youtube.com/watch?v=OJmAONi6Hmo>" %}

### Remove existing Quick Action

{% embed url="<https://www.youtube.com/watch?v=v02XtVlrLrw>" %}

### Rename existing Quick Action

{% embed url="<https://www.youtube.com/watch?v=siOHlKJ4shk>" %}

### Save existing Quick Actions as a Quick Actions Set asset

{% embed url="<https://youtu.be/2Few4hurvxw>" %}

### Load Quick Actions Set asset

{% embed url="<https://www.youtube.com/watch?v=8KhF7EZ4WzE>" %}

## Quick Actions Binding

After the user has defined some Quick Actions, the user can bind any custom event from within any blueprint to specific Quick Actions. To do that, the user can:

1. Inside any Blueprint, press Tab and start typing Bind Quick Action Event
2. After placing the Bind Quick Action Event node
   1. Click and drag with the mouse from the red delegate slot of the node to empty space
   2. Type Custom Event
   3. Place the custom event node and rename it according to the action that will be triggered, this is not related to the name of the Quick Action.
   4. In the Bind Quick Action Event node, there is drop down where the user can select the Quick Action that will trigger the custom event
3. Finally trigger the Bind Quick Action Event by another custom event or any other way that fits the project’s needs

{% embed url="<https://youtu.be/SlVYu8ARrxo>" %}

## Trigger Quick Actions in the app

1. Setup quick actions in Unreal Engine (see above).
2. Connect the phone as CameraTwin source in Unreal Engine
3. Make quick actions visible in the main screen by pressing the <img src="https://lh7-us.googleusercontent.com/-yElOTInQWWuluXsYUDRvt6TpfPq-kbp-L6TJf8tH_H93wdYNI3LBhPXqdI2i0ZdnWXjjaNiipR-ea3JOHJUzi_4I3tDrn4I4A3KK5xOA-29yK48sIKydK22oEX_DGPTNIPrpIXMMBTspH5ybVy9PPI" alt="" data-size="line"> in the options drawer.

After the binding of the events happens in Unreal Engine the Quick Action buttons are shown on the screen of the phone that is connected. The Quick Action buttons are hidden by default, to enable them use the appropriate toggle <img src="https://lh7-us.googleusercontent.com/-yElOTInQWWuluXsYUDRvt6TpfPq-kbp-L6TJf8tH_H93wdYNI3LBhPXqdI2i0ZdnWXjjaNiipR-ea3JOHJUzi_4I3tDrn4I4A3KK5xOA-29yK48sIKydK22oEX_DGPTNIPrpIXMMBTspH5ybVy9PPI" alt="" data-size="line"> from the drawer. After that when a Quick Action button is pressed on the phone the corresponding event will be triggered in Unreal Engine.

Note that the quick action buttons can be rearranged by holding and then dragging to a new position (possible spots will be indicated).

{% embed url="<https://youtu.be/1nMDsz98C8k>" %}

Now that you have a better understanding of CameraTwin's capabilities, you can your
