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CISV2.0GET IT ON FAB

REFERENCEOBJECTS

UCISInteractionObjectCondition

MODULECharacterInteractionSystemINCLUDEInteractionObjectConditions/CISInteractionObjectCondition.hPARENTUObject

A test that decides whether a character may see or use an interaction object. Derive a Blueprint from it and override Check Condition: return true to let the character see or use the object. Add the condition to the object's Visible Conditions or Usable Conditions.

Functions

AUTHORITY · server, every machineLOCAL · this machinePURE · read only
bool CheckCondition(ACharacter* InteractionCharacter, UCISCharacterInteractionComponent* CharacterInteractionComponent, UCISInteractionObjectComponent* InteractionObjectComponent, UPARAM(ref) const FCISInteractionObjectSide& InteractionObjectSide) const
PURE

Returns true when the character may see or use the object, false when it may not. The default returns true. The character's machine calls it for the object's conditions. The server calls it again for the conditions that validate on the server (Server Validation). InteractionObjectSide is the side that the character stands in.

bool ShouldValidateOnServer() const
PUREC++ ONLY

ServerValidation with Default resolved by the class: false for a C++ class (CLASS_Native), true for a Blueprint class.

Properties

ECISConditionServerValidation ServerValidation = ECISConditionServerValidation::Default

Whether the server also evaluates this condition before it accepts a use (see ECISConditionServerValidation). Default: not for a C++ class, yes for a Blueprint class. Content saved before 2.0 loads with DoNotValidate, or with the value of its Blueprint archetype saved by 2.0.

Default
ECISConditionServerValidation::Default
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