> For the complete documentation index, see [llms.txt](https://dante-3.gitbook.io/dante-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dante-3.gitbook.io/dante-docs/modular-experience-system/modular-experience-definition/properties.md).

# Properties

### ParentExperience

```cpp
UPROPERTY(EditDefaultsOnly, Category = "Experience",
          meta = (AllowedTypes = "ModularExperienceDefinition"))
FPrimaryAssetId ParentExperience;
```

Optional parent experience reference. When set, the parent's actions are activated **first**. This allows experiences to be layered:

```
B_BaseExperience           → Base settings
  └── B_ShooterExperience  → Weapon + UI layer
```

### Actions

```cpp
UPROPERTY(EditDefaultsOnly, Instanced, Category = "Gameplay")
TArray<TObjectPtr<UGameFeatureAction>> Actions;
```

Array of actions to execute when the experience is activated. Any `UGameFeatureAction` subclass can be added:

* `UModularGameFeatureAction` — Blueprint-friendly base
* `UGameFeatureAction_AddComponents` — Component injection (Engine built-in)
* Your own C++ or Blueprint subclasses
