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CISV2.0GET IT ON FAB

REFERENCESTRUCTS AND ENUMS

Structs and enums

  • ECISActionExecutionType

    When the Action of a side starts relative to the MoveHandler of that side (FCISInteractionObjectSide::ActionExecutionType).

  • ECISConditionServerValidation

    Whether the server also evaluates a condition before it accepts a use.

  • ECISInstancingPolicy

    How a use runs an Action or a MoveHandler set on an interaction object.

  • ECISNetExecutionPolicy

    Where an Action or a MoveHandler runs during a use and who advances the use.

  • ECISObjectInterruptionType

    How the player can interrupt a use of an interaction object.

  • ECISScriptExecutionType

    Kept for Blueprints from 1.x that still refer to this enum.

  • ECISUsePhase

    Phase of a use.

  • ECISUseRejectReason

    Why the server rejected a use request.

  • FCISCharacterInteractionSettings

    The settings of a character interaction component: how the character sees objects, how long the use button is held, which triggers find the objects, which tests choose the best one, and which data object class the character uses.

  • FCISExecutionContext

    The use an Action or a MoveHandler runs for, and the role of this machine in it.

  • FCISInteractionObjectActionData

    A pair of an object state and the Action that a use runs in that state.

  • FCISInteractionObjectSettings

    The settings of an interaction object: its sides, its reach and its angle, the input that interrupts a use, the use time, the conditions, the data object class, the choosing priority and the networking options.

  • FCISInteractionObjectSide

    One side of an interaction object: the arc of directions from which a character can use the object, the MoveHandler that brings the character to the side, the pairs of object state and Action, and when the Action starts.

  • FCISInteractionObjectSideDebugData

    Debug drawing of one side of an interaction object.

  • FCISObjectUseState

    Who uses an interaction object, as the server knows it: the server sets it when it confirms a remote client's use and when a use of a character on the server starts (a standalone game, a listen host, an AI), and clears it when that use ends.

  • FCISPrimitiveComponentsOnActor

    A primitive component of an actor, by name, plus a socket.

  • FCISSceneComponentsOnActor

    A scene component of an actor, by name, plus a socket.

  • FCISUsePhaseEvent

    One phase of a use on the server, as UCISInteractionObjectComponent::MulticastUsePhase sends it to the clients that have the object.