Create a character in your scene Add a pawn component to it Add a caster feature to the pawn Create an ability in your project Set a targeting strategy - Set to cast on self Set an activation strategy - Set to Single activation Create a reactive gesture in the project - assign it to the activation Add an animation to the gesture - e.g. Action_JumpAir Add an animation activation to it (adjust the timing as you wish) Note: a preview appears in the center of the scene Optional Requirements allows to add conditions and costs Optional Filters allows to filter targets that are captured by the targeting strategy Add effect, this is what will be executed on each final target - Add a debug message to get feedback in the console Create a GC2 Action in your scene Add a cast ability instruction: Ability/Cast Select the player as source and the new ability Press play on the action at runtime : the ability will play Expected result: Player will play the animation, and apply the effects on itself (in this case simply writing a log in the console with the target’s name (itself)) at the timing specified in the reactive gesture