REFERENCESTRUCTS AND ENUMS
FCISObjectUseState
MODULECharacterInteractionSystemINCLUDECommon/CISTypes.h
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. Replicated (UCISInteractionObjectComponent::GetUseState). Empty (User null) while nobody uses the object.
Properties
TObjectPtr<ACharacter> User
The character that uses the object; null when nobody does.
- Category
- Use
int32 ExecutionId = 0
The ExecutionId (prediction key) of that use; 0 when nobody uses the object.
- Default
- 0
- Category
- Use
int32 SideIndex = INDEX_NONE
Index of the use side in the object's InteractionSides; INDEX_NONE when nobody uses the object.
- Default
- INDEX_NONE
- Category
- Use
ECISUsePhase Phase = ECISUsePhase::None
Phase of that use on the server (the server's own run of it); None when nobody uses the object.
- Default
- ECISUsePhase::None
- Category
- Use