REFERENCEOBJECTS
UCISInteractionObjectMoveHandler
Moves the character for a use of an interaction object: it walks the character to a point, turns it, or both. Derive a Blueprint from it, override StartMovement, and call FinishMovement when the movement is done. The side's Action starts after that call, unless the side starts its Action in parallel with the movement.
Functions
Ends the movement and runs MovementFinished once. A call while no movement runs, before its start or after its end, does nothing; the plugin logs such a call at the Verbose level of CISLog.
- Category
- CIS|InteractionObjectMoveHandler
Runs when the movement starts, at the Moving phase of the use, on each machine that runs the handler. Start the movement here, and call FinishMovement when it is done.
Runs every frame from the start of the movement until FinishMovement, and after it as well when Continue Tick After Finish Movement is on, for as long as the object is in use. DeltaTime is the frame time.
Runs when the use is interrupted, so the handler can undo what it did to the character. A handler that is shared between uses is told even after its movement has finished.
Runs once, when FinishMovement ends the movement. The side's Action starts after this, unless the side starts it in parallel.
True once FinishMovement has ended the movement.
- Category
- CIS|InteractionObjectMoveHandler
Properties
Keep calling HandlerTick after FinishMovement, until the use ends. Off by default.
- Default
- false
- 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