Alright, I found it. I do not know why it took me awfully too long to find it. I think I kept looking at item related objects, and the item fields in the documentation, and not under the UC Locomotion script. Now it makes sense why it is there. Thank you for your patience with this.
I went back and read the documentation for the Item Ability, and Action ID. I had a few questions (I am realizing how radically different this is than the TPC approach, hence the learning curve):
1) Is the newly created action ID's stored somewhere to review how many action ID's you have (other than when you click on "remove action" in Existing Item in Item Manager)?
2)
The example in the documentation mentions adding a melee weapon. So for that, you obviously would have a shootable and a melee weapon script on the item, so each one is a different configuration with a different action ID. I am confused about what happens when you add an alternative shooting mode to an existing shootable weapon. When I added this in the Existing Item manager, it did not create a separate Shootable Item component (which you told earlier), but then how do you go about adjusting the properties that you want to have for the second action? There is no change in that component (shootable weapon) when I change the action ID. Will the properties change inside the same component when I change the Action ID (btw it is only tagged "ID" under Shootable Weapon, is that supposed to be "Action ID"?), and am I supposed to change the action ID every time I want to adjust the other? Or is there another way that I should go about adjusting each Shootable Weapon Action ID? Or do I need to add a state for the second action?
3) So the Use under Item Abilities does not seem to be item specific, and we use -1 for assigning that item ability to all weapons. If I have a bow and a sword both with a secondary action with an ID=1, then if I choose Action ID as 1 under the item ability, does that mean those settings will govern all weapons with that action ID? Or do I need to setup a new use for each one? Sorry for the noob questions, I am just trying to wrap my head around the documentation.
Thank you.
Update: For #2 I was actually able to make the secondary actions work when I added a second Shootable Weapon and Third Person Shootable Weapon Property for the second action. So could you confirm if we do need a second set of components on each weapon for each new action, or is there another way?