REFERENCEOBJECTS
UCISInteractionObjectAction
The work of a use on an interaction object, such as playing a montage, a sound or a pick-up. Derive a Blueprint from it, override StartInteractionObjectAction, and call FinishAction when the work is done: the use does not end before that call. The Action runs on the machines that its Net Execution Policy names.
Functions
Runs when the Action starts: after the side's move handler has finished, or together with it when the side starts its Action in parallel. Override it to do the work, and call FinishAction when the work is done. It runs on each machine that runs the Action.
Runs when the Action finishes, also when the use is interrupted (bWasInterrupted). It runs after the new state has been set and before the use ends. Use it for clean-up only.
Ends the Action, and with it the use, once the Action has started; a call before the start does nothing. A normal finish sets the new state (when Set New State After Finish Action is on) and then runs OnUseFinished with bWasInterrupted false.
- Category
- CIS|InteractionObjectAction
Properties
When on (the default), the object takes NewStateAfterFinishAction when the Action finishes without an interruption.
- Default
- true
- Category
- Settings
The state the object takes when the Action finishes normally. An interrupted Action sets no state. The plugin sets it on each machine that runs the Action, and logs no warning for it.
- Category
- Settings
Inherited from UCISReplicatedObject
Functions
- Get
Effective The policy a use applies: Default resolved by the class (C++ -> SharedPerObject, Blueprint -> InstancedPerExecution), then SharedPerObject when the class has its own RPCs or replicated properties (CIS::Migration::ClassHasCustomNetFields).Instancing Policy - Is
With bWithReplication (read by the migration).Replication - Get
Execution The use this object runs for (UCISUseExecution sets it when the use starts).Context - Is
Executing The use runs on the server or in a standalone game (GetExecutionContext().bIsServer).On Server - Is
Locally The use runs on the user's machine ahead of the server: a client that started it (bIsOwner and not bIsServer).Predicted - Is
Simulated This machine only shows the use of another player (GetExecutionContext().bIsSimulated).Execution - Was
Rejected The server rejected the use, which ends as interrupted (GetExecutionContext().bRejectedByServer).By Server - Set
Execution Sets the context returned by GetExecutionContext (UCISUseExecution; a default context means that no use runs this object).Context - Get
Execution For a per-execution instance (InstancedPerExecution), the object set on the interaction object that it was copied from; null once that object is gone.Template - Is
Per True for a copy that UCISUseExecution made for one use (InstancedPerExecution).Execution Instance - Init
Per UCISUseExecution: marks this object as the per-execution instance of Template.Execution Instance
Properties
- Instancing
Policy How a use runs this object (see ECISInstancingPolicy). - Net
Execution Where this object runs during a use (see ECISNetExecutionPolicy).Policy - b
With Whether the object's own RPCs and replicated properties work over the network.Replication