REFERENCESTRUCTS AND ENUMS
Structs and enums
- ECIS
Action Execution Type When the Action of a side starts relative to the MoveHandler of that side (FCISInteractionObjectSide::ActionExecutionType).
- ECIS
Condition Server Validation Whether the server also evaluates a condition before it accepts a use.
- ECIS
Instancing Policy How a use runs an Action or a MoveHandler set on an interaction object.
- ECIS
Net Execution Policy Where an Action or a MoveHandler runs during a use and who advances the use.
- ECIS
Object Interruption Type How the player can interrupt a use of an interaction object.
- ECIS
Script Execution Type Kept for Blueprints from 1.x that still refer to this enum.
- ECIS
Use Phase Phase of a use.
- ECIS
Use Reject Reason Why the server rejected a use request.
- FCIS
Character Interaction Settings 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.
- FCIS
Execution Context The use an Action or a MoveHandler runs for, and the role of this machine in it.
- FCIS
Interaction Object Action Data A pair of an object state and the Action that a use runs in that state.
- FCIS
Interaction Object Settings 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.
- FCIS
Interaction Object Side 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.
- FCIS
Interaction Object Side Debug Data Debug drawing of one side of an interaction object.
- FCIS
Object Use State 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.
- FCIS
Primitive Components On Actor A primitive component of an actor, by name, plus a socket.
- FCIS
Scene Components On Actor A scene component of an actor, by name, plus a socket.
- FCIS
Use Phase Event One phase of a use on the server, as UCISInteractionObjectComponent::MulticastUsePhase sends it to the clients that have the object.