ASA Quick Note: Adding a Radial Menu Entry From a Player Buff

ModsArkASAQuickNotesBlueprints

If I need to expose a custom radial menu action in ARK: Survival Ascended without building the whole feature around tick polling, this is the pattern I would reuse.

Core Idea

Use a persistent player buff as the UI anchor.

  • keep the control buff on the player
  • let that buff append a custom radial entry through BPGetMultiUseEntries
  • handle the selected action in BPTryMultiUse
  • use a second buff for the real gameplay effect if the feature needs stateful logic

That keeps the radial layer small and gives the actual system room to stay focused.

Flags That Matter

On the player control buff, the working setup needed the multiuse-related flags to be enabled, including:

  • Enable Multi Use
  • Blueprint Multi Use Entries
  • BPAdd Multi Use Entries
  • Allow Multi Use Entries from Self
  • Buff Handle Instigator Multi Use Entries

Without that setup, simply implementing multiuse logic is not enough to make the entry appear.

Working Shape

The practical blueprint pattern is:

  1. ensure the player has the persistent control buff
  2. in BPGetMultiUseEntries, receive the incoming entries
  3. create one custom MultiUseEntry
  4. append it to the array
  5. return the modified array
  6. in BPTryMultiUse, gate by the exact UseIndex
  7. run the add/remove logic on the server side

For my Toggle Loot Quality Buffs mod, that control buff toggles a second buff that performs the real loot-related runtime logic.

Keep It Contextual

One useful choice here was not showing the entry all the time.

The player always has the persistent control buff, but the radial option is only exposed when it is relevant. In this case, that means only showing the action while the player has a loot-related crate buff worth toggling.

That keeps the wheel cleaner and makes the feature feel intentional instead of noisy.

Contextual radial menu entry showing Enable or Disable Loot Quality Buffs depending on current state

Event-Driven State Beats Tick Here

Another important part of the pattern is state tracking.

For this mod, checking whether relevant buffs exist is event-driven. The system reacts through buff notifications instead of doing a constant tick-based scan of player state.

That is the part I would keep in future mods too:

  • persistent buff for UI
  • event-driven state updates
  • separate effect buff when the feature needs stored runtime state

Practical Takeaway

If I want a reusable in-world player action in ASA, a persistent player buff is a solid place to anchor it.

The reusable version of the pattern is:

  • bootstrap the control buff onto the player
  • build the radial entry from that buff
  • gate visibility so the option only appears when it matters
  • keep the heavy logic outside the UI layer