REFERENCEOBJECTS
UCISInteractionDataObject
The character's own view of one interaction object: whether the character can see and use the object now, which side of it the character stands in, and the events of a use. Each tracked object has its own data object. It exists only on the machine that controls the character, so a hint or an icon that it draws is seen only by that player. Derive a Blueprint from it to add those events.
Functions
Index of the current use side in the object's InteractionSides, INDEX_NONE when there is none (a side is identified by its index).
The execution of the running use that UseObject started (UCISCharacterInteractionComponent::StartUseExecution), null without one.
Runs once, when the character creates this data object for an object. The character, its interaction component and the object are passed. Local to this machine: it runs only on the machine that controls the character.
Runs when the object starts to overlap one of the character's triggers (bOverlap is true) and when the overlap ends (false). It runs only when that state changes. Local to this machine: it runs only on the machine that controls the character.
Runs when a use of the object ends. bInterrupted is true when the use was interrupted. It runs after the action has finished, if the use had one, and before the object is released. Local to this machine: it runs only on the machine that controls the character.
Runs when the Action of the side starts, with the Action. It runs before the Action's StartInteractionObjectAction. It does not run when the state has no Action for the side, or when the Action does not run on this machine (a ServerOnly Action). Local to this machine: it runs only on the machine that controls the character.
Runs when a use of the object starts, before the side's move handler starts. It is the first event of a use. Local to this machine: it runs only on the machine that controls the character.
Runs when the object becomes visible to the character (bEnter is true) or hidden from it (false). It runs once with the first value and then each time the value changes. Local to this machine: it runs only on the machine that controls the character.
Runs when the object becomes usable for the character (bUsable is true) or unusable (false). It runs once with the first value and then each time the value changes. Local to this machine: it runs only on the machine that controls the character.
Runs when the movement of the side starts, before the move handler's StartMovement. It does not run for a side without a move handler, or when the move handler does not run on this machine (a ServerOnly move handler). Local to this machine: it runs only on the machine that controls the character.
Runs when the movement step of the use is complete: the move handler has finished. For a side without a move handler it runs at once. Local to this machine: it runs only on the machine that controls the character.
Properties
The interaction object component of this data object, set by Init. Read-only in Blueprints. Local to this machine: it exists only on the machine that controls the character.
- Category
- CIS|InteractionDataObject
The character that this data object belongs to, set by Init. Read-only in Blueprints. Local to this machine: it exists only on the machine that controls the character.
- Category
- CIS|InteractionDataObject
The character's interaction component that owns this data object. Read-only in Blueprints. Local to this machine: it exists only on the machine that controls the character.
- Category
- CIS|InteractionDataObject