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CISV2.0GET IT ON FAB

REFERENCESTRUCTS AND ENUMS

FCISExecutionContext

MODULECharacterInteractionSystemINCLUDECommon/CISTypes.h

The use an Action or a MoveHandler runs for, and the role of this machine in it. UCISUseExecution sets it on the objects of its use when the use starts (UCISReplicatedObject::GetExecutionContext) and clears it on the objects set on the interaction object when the use ends.

Properties

TWeakObjectPtr<ACharacter> Character

The character that uses the object.

Category
Execution
TWeakObjectPtr<UCISCharacterInteractionComponent> CharacterComponent

The interaction component of that character.

Category
Execution
TWeakObjectPtr<UCISInteractionObjectComponent> ObjectComponent

The interaction object that is used.

Category
Execution
int32 SideIndex = INDEX_NONE

Index of the use side in the object's InteractionSides; fixed for the whole use.

Default
INDEX_NONE
Category
Execution
int32 ActionIndex = INDEX_NONE

Index of the use's action in InteractionObjectSideActions of that side (chosen by the object state when the use starts).

Default
INDEX_NONE
Category
Execution
int32 ExecutionId = 0

Identifies the use: increases with every use of the character's interaction component. 0 when no use runs the object.

Default
0
Category
Execution
bool bIsServer = false

This machine is the server (or a standalone game).

Default
false
Category
Execution
bool bIsOwner = false

This machine is the user's: the one whose character interaction component started the use.

Default
false
Category
Execution
bool bIsSimulated = false

This machine only shows the use of another player (neither the server nor the user's machine).

Default
false
Category
Execution
bool bRejectedByServer = false

The server rejected the use, which ends as interrupted (UCISUseExecution::Interrupt).

Default
false
Category
Execution